AssetPostprocessor store a script value in the imported file?

Is it possible to store a value inside asset/object being imported from within the AssetPostprocessor script?

I would like to add a uniq ID or whatever the server returns when I use WWW to create this object in our own asset-server.

Perhaps the server also adds some weights-values or some flags for usage or something later and these values I would also like to automatically import/store within the imported FBX.

Just wondering if this is possible at all or where I could store these values.

Note: PlayerPrefs is not an option as the data moves between multiple clients.

So from my experience, it is possible but Unity doesn’t like it. I’ve been working on a way to merge changes from Max files and Unity anim files and I am able to create a state where the imported asset object is storing the merged data. This data usually stays there until the file is reimported, and if I create a build it will use the data I’ve put into the imported asset. That said your mileage may vary since I am not adding or removing any components, and the merged anim clips that I’m using are saved as part of the project. In the end it may be simpler to just create a prefab with the asset and a simple component that stores the ID.

No, you will need to store that info in another asset that you modify in AssetPostprocessor.