Setting Material Generation to Off is not always obeyed

Hi,

When we set material generation to off for our animation files, sometimes when we refresh Unity still imports the textures. This seems to happen most often when we import other FBX files; it will go back and look at our existing FBX files and notice the textures and generate them in defiance of the Material Generation = Off setting.

Is there a fix for this? We’re already on 2.6.1.

Hi Chris, I am assuming you are using the @animation method to import your animation correct?

Have you submitted a bug report on this issue?

Hi Joe,

Right now we’ve set up an AssetPostProcessor to strip the AnimationClips out of the FBX files to minimize the effects of the problem.

Just uploading the bug report now, it should be there in a while, the attached single asset is ~150MB unpacked.

What happens is that when we right-click->Reimport our FBXs, Unity creates the .fbm directory with the textures even when Material Generation off. The .fbm directory gets read by Unity on subsequent refreshes. Once Unity creates the .fbm folders, it then spends roughly five minutes per FBX just to import the textures, which is why we’ve gone with just stripping the AnimationClips out and deleting the FBX immediately afterwards.