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/// <returns>The instance that replaces 'toConvert' in the scene.</returns>
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/// <param name="toConvert">GameObject hierarchy to replace with a prefab.</param>
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/// <param name="fbxFullPath">Absolute platform-specific path to the fbx file. May be null, in which case we construct a path from the object name and the directoryFullPath.</param>
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/// <param name="directoryFullPath">Absolute platform-specific path to a directory in which to put the fbx file. Ignored if fbxFullPath is specified. May be null, in which case we use the export settings.</param>
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/// <param name="fbxFullPath">Absolute platform-specific path to
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/// the fbx file. May be null, in which case we construct a path from
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/// the object name and the directoryFullPath.</param>
@@ -134,7 +139,9 @@ public static GameObject CreateInstantiatedModelPrefab (
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}
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// Make sure that the object names in the hierarchy are unique.
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// The import back in to Unity would do this automatically but we prefer to control it so that the Maya artist can see the same names as exist in Unity.
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// The import back in to Unity would do this automatically but
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// we prefer to control it so that the Maya artist can see the
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// same names as exist in Unity.
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EnforceUniqueNames(newGameObject[]{toConvert});
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// Export to FBX. It refreshes the database.
@@ -145,13 +152,8 @@ public static GameObject CreateInstantiatedModelPrefab (
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}
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}
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// Munge the path: we'll be using APIs that need a path relative to the assets folder.
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// Replace w Model asset. LoadMainAssetAtPath wants a path
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// relative to the project, not relative to the assets
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// folder.
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Debug.Log(projectRelativePath);
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// relative to the project, not relative to the assets folder.
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