Unity3d Package Utils

MIT
by rotorz

Utility functionality for unity3d-package's to ease access to package assets and generated data assets.

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unity3d-package-utils

npm version Dependency Status devDependency Status

Utility functionality for unity3d-package's to ease access to package assets and generated data assets.

Installation

$ npm install --save rotorz/unity3d-package-utils

This package is compatible with unity3d-package-syncer.

Accessing read-only assets from a package

Assets that are synchronized using unity3d-package-syncer can be accessed in a read-only fashion since they are nuked each time the package is updated or re-installed.

Resolve asset paths (the one's that start with "Assets/"):

Debug.Log(PackageUtility.ResolveAssetPath("@vendor-name/my-package-name", "Language", "en-US.txt"));
// [email protected]/my-package-name/Language/en-US.txt

Debug.Log(PackageUtility.ResolveAssetPath("@vendor-name/my-package-name", null, "Foo.txt"));
// [email protected]/my-package-name/Foo.txt

Debug.Log(PackageUtility.ResolveAssetPath("my-package-name", null, "Foo.txt"));
// Assets/Plugins/Packages/my-package-name/Foo.txt

Debug.Log(PackageUtility.ResolveAssetPath("my-package-name"));
// Assets/Plugins/Packages/my-package-name

Resolve absolute paths of directories and files (file system paths):

Debug.Log(PackageUtility.ResolveAssetPathAbsolute("@vendor-name/my-package-name", "Language", "en-US.txt"));
// C:\MyProject\Assets\Plugins\Packages\@vendor-name\my-package-name\Language\en-US.txt

Debug.Log(PackageUtility.ResolveAssetPathAbsolute("@vendor-name/my-package-name", null, "Foo.txt"));
// C:\MyProject\Assets\Plugins\Packages\@vendor-name\my-package-name\Foo.txt

Debug.Log(PackageUtility.ResolveAssetPathAbsolute("my-package-name", null, "Foo.txt"));
// C:\MyProject\Assets\Plugins\Packages\my-package-name\Foo.txt

Debug.Log(PackageUtility.ResolveAssetPathAbsolute("my-package-name"));
// C:\MyProject\Assets\Plugins\Packages\my-package-name

Accessing mutable data assets for a package

Data assets that are generated by a package should be saved into the associated data path so that they survive after the package is updated or re-installed.

Get asset paths (the one's that start with "Assets/"); missing directories are automatically created so that data assets can be saved into them. If you want to resolve a data asset path but don't want to create any missing directories, then you should use the ResolveDataAssetPath and ResolveDataAssetPathAbsolute functions instead.

Debug.Log(PackageUtility.GetDataAssetPath("@vendor-name/my-package-name", "Presets", "NewPreset.asset"));
// [email protected]/my-package-name/Presets/NewPreset.asset

Debug.Log(PackageUtility.GetDataAssetPath("@vendor-name/my-package-name", null, "ProjectSettings.asset"));
// [email protected]/my-package-name/ProjectSettings.asset

Debug.Log(PackageUtility.GetDataAssetPath("my-package-name", null, "ProjectSettings.asset"));
// Assets/Plugins/PackageData/my-package-name/ProjectSettings.asset

Debug.Log(PackageUtility.GetDataAssetPath("my-package-name"));
// Assets/Plugins/PackageData/my-package-name

Get absolute paths of directories and files (file system paths):

Debug.Log(PackageUtility.GetDataAssetPathAbsolute("@vendor-name/my-package-name", "Presets", "NewPreset.asset"));
// C:\MyProject\Assets\Plugins\PackageData\@vendor-name\my-package-name\Presets\NewPreset.asset

Debug.Log(PackageUtility.GetDataAssetPathAbsolute("@vendor-name/my-package-name", null, "ProjectSettings.asset"));
// C:\MyProject\Assets\Plugins\PackageData\@vendor-name\my-package-name\ProjectSettings.asset

Debug.Log(PackageUtility.GetDataAssetPathAbsolute("my-package-name", null, "ProjectSettings.asset"));
// C:\MyProject\Assets\Plugins\PackageData\my-package-name\ProjectSettings.asset

Debug.Log(PackageUtility.GetDataAssetPathAbsolute("my-package-name"));
// C:\MyProject\Assets\Plugins\PackageData\my-package-name

Contribution Agreement

This project is licensed under the MIT license (see LICENSE). To be in the best position to enforce these licenses the copyright status of this project needs to be as simple as possible. To achieve this the following terms and conditions must be met:

  • All contributed content (including but not limited to source code, text, image, videos, bug reports, suggestions, ideas, etc.) must be the contributors own work.

  • The contributor disclaims all copyright and accepts that their contributed content will be released to the public domain.

  • The act of submitting a contribution indicates that the contributor agrees with this agreement. This includes (but is not limited to) pull requests, issues, tickets, e-mails, newsgroups, blogs, forums, etc.