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53 lines
1.8 KiB
Markdown
53 lines
1.8 KiB
Markdown
4 years ago
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# Editor
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Files for using the Unity editor
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## Installation
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Place the "Editor" folder anywhere in your project Assets folder.
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## Usage
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### MeshPostProcessor
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Used to perform various operations to models on import to unity
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###### Add Colliders
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To convert objects to colliders on import, add the following strings to the object's name:
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* `_COLLIDER`: Converts to a mesh collider
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* `_SPHERECOLLIDER`: Converts to a sphere collider
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* `_CAPSULECOLLIDER`: Converts to a capsule collider, with the axis along the object's longest axis
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* `_BOXCOLLIDER`: Converts to a box collider. The box will be aligned to the object's local coordinates
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###### Merge Meshes
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Add `_MERGE` to an object's name, and all its child objects meshes will be automatically merged into one. Does not work for skinned meshes
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###### Delete Objects
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Add `_DEL` to an object's name to delete it on import
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###### Trim animations
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Automatically removes any animations with only 2 keyframes to make them easier to edit manually
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### TexturePostProcessor
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Used to perform various operations on textures on import to Unity. Configured with constants in the top of the file.
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Only works on files with the extension `EXTENSION` (default ".png").
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###### Specular maps
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If `SPEC_ENABLE` is enabled (default true), textures with the suffix `SPEC_TAG` (default "-spec") will be copied into the alpha channel of the texture without that suffix. For example, the file `foo-spec.png` will be copied into the alpha channel of the imported texture `foo.png`.
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###### Normal maps
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If `NORMAL_ENABLE` is enabled (default true), textures with the suffix `NORMAL_TAG` (default "-spec") will be marked as normal maps on import and when KSP PartTools exports the texture. if `NORMAL_GENERATE` is enabled (default true), then the texture will automatically be converted from a hightmap using Unity's normal map generation tool.
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