![]() Then I could run another script which would then do the ModelImporter work on the new copy. ![]() Then Unity would work hard and show a progress bar which indicates that it's now processing the newly created. ![]() In other words: Unity needed some time on its own without the script still running. The solution was to stop the script after the creation of the Unity. The next thing I tried to call AssetDatabase.SaveAssets() The problem would still persist: The ModelImporter was still Null. The next thing that came to my mind was that perhaps Unity misses the ".fbx.meta" file, so I copied the. To my surprise, the ModelImporter of the newly created copy is "Null". I would create the copy at the start of my script.Īnd then I would call my usual code like this: ModelImporter nModelImporter = (ModelImporter)AssetImporter.GetAtPath(sCopyOfFBXFile) This way I would not have to backup / restore the original fbx each time. However, after having to do that over 30 times already, I thought that I could simply copy the original FBX and its meta data and work with the copy. What I did in such a case was to restore a backup manually. It worked, but it happened often that I messed up the FBX file because my script was just not perfect yet. I want to split these into different takes by using a C# script file. I have a huge FBX file which contains make animations.
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