Sergey

- 12 nov. 2024
- Inscrit 3 avr. 2024
This is what I was talking about:
https://forum.unity.com/threads/cal...-during-asset-importing.1517806/#post-9488617As I understand it, yes, this is a problem with Unity. And it is likely to affect the capture of multiple additions of SkeletonData.
I have already solved the problem bypassing it. And I found the information incidentally. But I will be happy if this helps you improve the product.
I think for now I will use a workaround with OnWillCreateAsset(string assetName). All created objects come there, without exceptions.
Harald
Yes, the issue persists. It seems like these are unrelated cases.
We've opted out of Parallel Importing in our project in favor of working presets.Regarding adding multiple animations simultaneously. SkeletonData is created from OnPostprocessAllAssets using the AssetDatabase.CreateAsset method. This method CreateAsset in the code has an attribute with a comment:
"[PreventExecutionInState(AssetDatabasePreventExecution.kImportingAsset, PreventExecutionSeverity.PreventExecution_Warning, "AssetDatabase.CreateAsset() was called as part of running an import. Please make sure this function is not called from ScriptedImporters or PostProcessors, as it is a source of non-determinism and will be disallowed in a forthcoming release.")]"I believe this is exactly what prevents my code from executing when adding each animation. I attach a photo of my code.
When enabling the setting in Unity Project Settings>Editor>Parallel Import,
Animation import presets stop working. Apply Atlas Texture Settings toggle becomes useless.