无法为子游戏对象创建碰撞网格体



我正在创建fbx处理脚本来更改某些网格参数,创建预制件并自动添加碰撞网格。现在,我无法尝试将碰撞网格体组件添加到游戏对象的某个子对象。但到目前为止没有运气。我收到错误消息"无法将组件'网格碰撞体'添加到UCX_SM_bench_1_LOD0,因为游戏对象是生成的预制件,只能通过资产后处理器进行修改。"我正在使用Unity 2017.1。

我是一名3D艺术家,这是我第一次尝试编写脚本。

using System;
using System.IO;
using UnityEngine;
using UnityEditor;
public class ModelAssetPostprocessor : AssetPostprocessor
{
public void OnPreprocessModel()
{
    ModelImporter modelImporter = assetImporter as ModelImporter;
    modelImporter.importAnimation = false;
    modelImporter.importBlendShapes = false;
    modelImporter.importCameras = false;
    modelImporter.importVisibility = false;
    modelImporter.importLights = false;
    modelImporter.importTangents = ModelImporterTangents.Import;
}
private const string PREFAB_DESTINATION_DIRECTORY = "Assets/Prefabs/";//setting up constant for prefabs destination directory
private static void OnPostprocessAllAssets(
    string[] importedAssets,
    string[] deletedAssets,
    string[] movedAssets,
    string[] movedFromAssetPaths)           
{
    foreach (string path in importedAssets) 
    {
        if (!path.EndsWith(".fbx", StringComparison.OrdinalIgnoreCase)) //skipping all the files, which are not .fbx
            continue;
        GameObject modelAsset = AssetDatabase.LoadAssetAtPath<GameObject>(path);    //As far as I understand here we declare local variable "modelAsset"
                                                                                    //It will become GameObject, which took from AssetDatabase using path we saved before. So
                                                                                    //Now we have a GameObject. 
        CreatePrefabFromModel(path, modelAsset);
        //And now we declare a function to create prefab from our game object
    }
}
private static void CreatePrefabFromModel(string path, GameObject modelAsset)
{
    EnsureDirectoryExists(PREFAB_DESTINATION_DIRECTORY);
    string modelFileName = Path.GetFileNameWithoutExtension(path);
    string destinationPath = PREFAB_DESTINATION_DIRECTORY + modelFileName + ".prefab";
    if (!File.Exists(destinationPath))
    {
        GameObjectUtility.SetStaticEditorFlags(modelAsset, StaticEditorFlags.LightmapStatic | StaticEditorFlags.NavigationStatic | StaticEditorFlags.BatchingStatic | StaticEditorFlags.OccludeeStatic | StaticEditorFlags.OccluderStatic | StaticEditorFlags.OffMeshLinkGeneration | StaticEditorFlags.ReflectionProbeStatic);
        foreach (Transform child in modelAsset.transform)
        {
            if (child.transform.name.Contains("UCX_"))
            {
                Renderer rend;
                rend = child.GetComponent<Renderer>();
                rend.enabled = !rend.enabled;
                string childname = child.transform.name;
                      GameObject childobject = modelAsset.transform.Find(childname).gameObject;
                      childobject.AddComponent<MeshCollider>();
            }
        }
        PrefabUtility.CreatePrefab(
            destinationPath,
            modelAsset);
    }
    else
    {
        PrefabUtility.ReplacePrefab(
            modelAsset,
            AssetDatabase.LoadAssetAtPath<GameObject>(destinationPath),
            ReplacePrefabOptions.ReplaceNameBased);
    }
}
private static void EnsureDirectoryExists(string directory)
{
    if (!Directory.Exists(directory))
        Directory.CreateDirectory(directory);
}
}   
我不知道

你想实现什么,但首先,尝试选中模型导入(https://docs.unity3d.com/Manual/FBXImporter-Model.html)中的复选框Generate Colliders也许它会解决你所有的问题。

图像

第二个建议 - 更新 unity(不,您的脚本将不起作用,但拥有新版本总是更好的方法)

并根据您的初始要求。我只能建议(Unity 2018.3的代码):

var go = GameObject.Instantiate(modelAsset);
GameObjectUtility.SetStaticEditorFlags(modelAsset, (StaticEditorFlags)(-1));
foreach (Transform child in go.transform)
{
    if (child.name.Contains("UCX_"))
    {
        Renderer rend;
        rend = child.GetComponent<Renderer>();
        rend.enabled = !rend.enabled;
        child.gameObject.AddComponent<MeshCollider>();
    }
}
PrefabUtility.SaveAsPrefabAsset(go, destinationPath);
GameObject.DestroyImmediate(go);

我稍微修改了你的脚本。现在网格将首先实例化,预制件将从实例化的对象创建,而不是从资产创建。

出现错误的原因是:您正在尝试修改fbx文件,就像它是场景对象一样。您应该先实例化它,然后根据需要进行更改,然后将其另存为预制件。

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