I hope this is the correct place to post this.
I am trying to build a custom importer for our in house asset system, and I am using the ScriptedImporter working off a sample Alembic one that I found on GitHub.
I have the basics working in a test environment with manually setup assets, but one thing that I need to do as part of the import process for real is, for a given Model asset, I need to COPY over the physical file from our asset system to the local project, create a new directory for the textures, and physically copy over the textures along with a sidecar file.
I’m unclear on how to go about doing the copying and what not. Do I just use standard .NET methods for file manipulation here, and is that ok to do during the importer process, or do I need to use some custom Unity stuff that manipulates the project database?
EDIT to add: Another part of this would be coordinating things. I imagine that if I copy of the JPG files from our asset system to the local project that Unity it going to go ahead and try to ingest them on its own, which I want, but I also need to hook those up to materials that acre created as part of the Model import system. How do I make sure these things happen in the correct order so that the textures are imported and available to be used in the Model import, yet I need to import the textures as part of the model process, unless I get really creative (the model package in our pipeline is what points me to the textures so I don’t know where they are or which ones to grab until I start parsing the model asset)