Asset Pipeline Customizations
summary
Shows a working Unity 2.1 pipeline that automates FBX and texture handling for a Funcom MMO: uses Visual Studio + UnityEngine.dll and UnityEditor.dll via a symbolic-link workflow, and implements asset postprocessor hooks like postprocessModel and OnAssignMaterialModel to rename clips, strip unwanted generated objects, and attach an AnimationFBXCleaner wrapper with distance metadata. Also a lightmap finder sets renderer lightmap indices and writes a LightmapSetup component; one FBX per animation scales to ~50–200 animations per character and the system noticeably reduces manual material and lightmap labor.
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chapters (8)
- 0:00Introduction
- 4:42Development environment setup
- 15:30Unity asset import process
- 27:46FBX imports with editor scripts
- 37:14Light map assignments automation
- 42:19Material assignments for FBX
- 56:31Missing materials from textures
- 1:00:52Q&A
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