[SOLVED]'Save' Import Settings

I have an fbx file with a rigged and animated model.
I then setup all the correct clip lenghts, settings, animation events and so on.
I then make some changes in my 3D application.
Is there a possibility to ‘take over’ or ‘copy/paste’ the existing import settings on my fbx file on to the newly imported file so I do not have to setup everything up again and again whenever I import an updated fbx?
If this is not possible, what solution for this problem do you guys recommend?

Why not overwrite the old file? Then unity will keep the import settings.

What kinds of imported settings are you transferring?

There are some things that are pretty easy to transfer - animation settings and whatnot. I’ve got a pretty decent script for copying the import settings from one fbx model to another one.

If you’re importing a Humanoid model, though, it’s a bit worse. All the neat things the importer does for you when you switch from “generic” to “human” (finding the bone mapping (avatar) automatically, enforcing a good humanoid model, etc.) is just not available, but there’s a built-in way to save that to file.

Drag and dropping the new file into the same directory inside the Unity Editor wont let me override it, I can just create a copy.
Overwriting it using the Windows explorer does not work, Unity does not recognize my changes.
Tell me, how do I have to replace it so it works while keeping the settings?

As I said I want to transfer a lot of things:
Animation Events, Animation Compression Method and the Error values, Animation Clip Lengths and Settings for each clip.
In this case, I I do not use a Humanoid model.
Could you make your script available somewhere? Or if not, give me some hints what the heck I would have to do to write this on my own?

That should work. I don’t know why it wouldn’t. Have you tried re-importing the model in Unity after it’s happened (right-click, reimport)

I can separate it out into a project and put in on github, no problem. I’ll just have to detangle it from our game (there’s a lot of editor helper scripts). You’ll have to extend it to make compression method and error values copy, right now the copy settings seems to be:

private bool copyAnimationEvents;
private bool copyLoopTime;
private bool copyClipLength;
private bool copyCustomClips;
private bool copyScale;

We used this in World to the West whenever we needed to change the rig of a model, as that introduced issues with just overwriting the file.

There’s a different toolset we used to swap the model on a prefab, so I guess I can put that up as well.

Ok it indeed does work now when I simply override the file. I cant find out why it didnt work in the first place.
Thanks for your help guys and special thanks to Baste for your offer but I won’t need the code under those circumstances anymore.