unity使用代码在编辑模式下替换模型材质后,重新加载模型,模型材质不变,怎么处理
时间: 2023-11-12 08:09:03 浏览: 166
在 Unity 编辑器中替换模型材质后,需要在脚本中手动重新加载模型。可以使用 `AssetDatabase.Refresh()` 函数来刷新资源数据库,然后使用 `AssetDatabase.LoadAssetAtPath()` 函数重新加载模型文件。
以下是一个示例代码:
```csharp
using UnityEditor;
using UnityEngine;
public class ReplaceMaterial : EditorWindow
{
private GameObject selectedObject;
private Material newMaterial;
[MenuItem("Window/Replace Material")]
static void Init()
{
ReplaceMaterial window = (ReplaceMaterial)EditorWindow.GetWindow(typeof(ReplaceMaterial));
window.Show();
}
private void OnGUI()
{
selectedObject = EditorGUILayout.ObjectField("Select Object", selectedObject, typeof(GameObject), true) as GameObject;
newMaterial = EditorGUILayout.ObjectField("New Material", newMaterial, typeof(Material), true) as Material;
if (GUILayout.Button("Replace Material"))
{
if (selectedObject != null && newMaterial != null)
{
Renderer renderer = selectedObject.GetComponent<Renderer>();
if (renderer != null)
{
renderer.sharedMaterial = newMaterial;
// Reload the model to apply the material changes
AssetDatabase.Refresh();
GameObject prefab = PrefabUtility.LoadPrefabContents(PrefabUtility.GetPrefabAssetPathOfNearestInstanceRoot(selectedObject));
PrefabUtility.SaveAsPrefabAsset(prefab, PrefabUtility.GetPrefabAssetPathOfNearestInstanceRoot(selectedObject));
PrefabUtility.UnloadPrefabContents(prefab);
Debug.Log("Material replaced successfully.");
}
else
{
Debug.LogError("Selected object does not have a renderer component.");
}
}
else
{
Debug.LogError("Please select an object and a new material.");
}
}
}
}
```
这个示例代码创建了一个名为“Replace Material”的编辑器窗口,可以选择要替换材质的对象和新材质。当单击“Replace Material”按钮时,代码将替换对象的共享材质,并使用 `AssetDatabase.Refresh()` 函数刷新资源数据库,然后重新加载模型文件以应用材质更改。
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