Awesome
unity3d-package-utils
Utility functionality for unity3d-package's to ease access to package assets and generated data assets.
Installation
$ yarn add rotorz/unity3d-package-utils
This package is compatible with the unity3d-package-syncer tool. Refer to the tools' README for information on syncing packages into a Unity project.
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"));
// Assets/Plugins/Packages/@vendor-name/my-package-name/Language/en-US.txt
Debug.Log(PackageUtility.ResolveAssetPath("@vendor-name/my-package-name", null, "Foo.txt"));
// Assets/Plugins/Packages/@vendor-name/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"));
// Assets/Plugins/PackageData/@vendor-name/my-package-name/Presets/NewPreset.asset
Debug.Log(PackageUtility.GetDataAssetPath("@vendor-name/my-package-name", null, "ProjectSettings.asset"));
// Assets/Plugins/PackageData/@vendor-name/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.