Defaulter lets you override Unity’s default import settings on certain asset types, so they import the way you want them to, the first time, without hassle or manual involvement.
Info:
Defaulter is still in development, but I’m planning to submit it to the Asset Store this weekend (December 11th)
It will be available for 50% OFF during beta.
Add Component to models
Automatically add an array of components to model objects when they’re imported
Set material, tag, layer, etc on individual Models in Inspector
Adding the ability to modify the default material, tag, layer or other prefab-specific properties on a per-model basis, in that model’s importer inspector (when selecting the object in the Project view)
Callback for when a rule condition is met
Adding the ability to specify an editor callbacks for when a rule is met, allowing you to apply your own functionality if needed.
Model material search, without creating a new material
Adding the ability for Defaulter to search existing materials and apply them to imported models, similar to how Unity does it, but without creating a material if no material is found.
KNOWN ISSUES:
Mac OSX: Setup window is cut off
Know of any issues? Let me know in this thread, or shoot me an email!
CHANGELOG:
v0.6.6
Auto-delete Blender backup files
Adding the ability for Defaulter to automatically delete Blender backup files
Added support for Optimized GameObject Model Importer flag
v0.6.5
Fixed bugs: Unity Editor issues with Retina screens
v0.6.4
Fixed bugs: On library rebuild, Defaulter settings are being lost.
v0.6.3:
Added feature: Set Layer, Tags and Static flags on Models
Automatically set the layers, tags and static flags on objects when they’re imported
Fixed bug: Referenced objects (such as materials) are not being saved properly
On reloading Unity, references to Unity Objects are not being saved. This may be due to a serialization problem, when storing Defaulter data in the Project Settings folder
Fixed bug: Sprites are automatically setting properties on themselves, every import
On import, sprites that are converted using the Automatic Sprite Conversion are setting/overwriting properties on themselves, like “Generate Mip Maps”, etc
v0.6.2:
Adding Custom Rules
Change default import settings based on folder structure, file name, extension, etc.
(example: All Textures in a folder called “Sprites” will be converted to Sprites)
Adding Spritesheet Support
Set the “Single” and “Multiple” sprite properties, including rects, borders, names, etc
Adding ImportMode functionality
You can now change an import rule to apply itself only once, or every time an asset is imported
v0.6.1:
Adding support for Scene Files
Set default LighMap, Lighting and NavMesh settings for newly created Scenes
(example: Disable lightmap baking, enable fog, remove skybox materials, etc)
Update: Defaulter was rejected due to “missing a demo scene” and “not including documentation”
Documentation is included in the tool, on the Info tab, and there is no in-scene functionality that a demo scene would be useful for… So I’m not sure why Unity rejected it, but I’m resubmitting it with updated documentation, so hopefully that helps. Sorry for the delay!
We are looking to add in certain methods based on rules for a bad example If i wanted to my entire texture red on import I would like to have a delegate I can add too programmatically that will also run my method.
We’ve managed something half way :
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using Defaulter;
public class DefaulterCustomMethodTest : DefaulterAssetPostProcessor {
protected virtual void OnPostprocessTexture(Texture2D texture)
{
base.OnPostprocessTexture ( texture );
for (int x = 0; x < texture.width; x++) {
for (int y = 0; y < texture.height; y++) {
texture.SetPixel (x, y, Color.red);
}
}
texture.Apply ();
}
}
Hi Tonzie,
well the window opens now correct on Mac OS X and Unity3d 5.5 but the rules got never applied…
can you check this?
Here are two screens that show that everything is fine…
thx M.
Hello Toni,
what’s up?
would like to use it… !!!
but doesn’t work on Mac OS X !
did u test on Mac or only Windows?
If you don’t support Mac than plz let the people know in the Store and here…
disapointed
@ moment it doesn’t work on Mac OS X and Unity 5.5
I made it pretty clear that Defaulter is still in beta. I’ve been using it regularly since submitting it to the asset store and it works great for me. Every time I’ve found a bug, I’ve fixed it and submitred a fix. This is not a “rip off asset” in any way, and I’m sorry you feel that way.
I’ve been submitting bugfixes regularly. I’ll check on the Mac OSX compatibility this weekend, but I just submitted a fix to the Asset Store that should help. I’ll double check as soon as I get a chance.
As for your “email and support are useless” comment, there hasn’t been one email I’ve not replied to, so again, I’m sorry that you feel that way.
that’s fine but if develop a Asset or Plugin and you sell it for all Platforms … then it should work also as a BETA…
I’ve spend the time to fix the Gui issue on Mac OS X sent it to you… get no reply nor is the fix find it in last version…
this is the defaulter window on Unity3d 5.5 Mac OS X
hope you get it… I would love to use this tool… also in beta stage but it doesn’t work on Mac OS X and Unity 5.5…
make it work… and I give you a 5 Star review it deserves than!
M.
Oh wow, I think I understand what’s happening now. Are you opening it on a retina screen? (Like a newer-ish iMac, or Mac Book?) Unity seems to have issues with retina displays in the editor. I’m looking into how to fix it though!
Hello Tony,
any progress with the tool?
It’s now over 30 day’s I reported the bug… nothing happen since then… abandon this?
sure that I work on retina Mac’s like most of us…
We are working also on a new huge game… but only for Mac OS X & iOS…
don’t care about this Windows User that steal every bit… same on Android…
M.