||8 months ago|
|MeshPostProcessor.cs||12 months ago|
|README.md||12 months ago|
|TexturePostProcessor.cs||12 months ago|
Files for using the Unity editor
Place the "Editor" folder anywhere in your project Assets folder.
Used to perform various operations to models on import to unity
To convert objects to colliders on import, add the following strings to the object's name:
_COLLIDER: Converts to a mesh collider
_SPHERECOLLIDER: Converts to a sphere collider
_CAPSULECOLLIDER: Converts to a capsule collider, with the axis along the object's longest axis
_BOXCOLLIDER: Converts to a box collider. The box will be aligned to the object's local coordinates
_MERGE to an object's name, and all its child objects meshes will be automatically merged into one. Does not work for skinned meshes
_DEL to an object's name to delete it on import
Automatically removes any animations with only 2 keyframes to make them easier to edit manually
Used to perform various operations on textures on import to Unity. Configured with constants in the top of the file.
Only works on files with the extension
EXTENSION (default ".png").
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
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.