#Disable Unity Console Warning Message from specific Unity Call

1 messages · Page 1 of 1 (latest)

tawdry pier
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Hello, im currently working on a unity editor plugin that hooks into the import pipeline. When i call my plugin to change an asset, when reimporting i always get this warning message. its a bit annoying because i AM changing the input, so getting a different result is right. how do i disable this specific warning for just calls my plugin makes. (i can deal with it, but i don't want to ship a plugin that creates a warning whenever you change something)

Importer(FBXImporter) generated inconsistent result for asset(guid:dccefce15f3680742b1f2b9ee8f95dd8) "Assets/Old Sea Port/mesh/barrel.fbx"
UnityEditor.AssetDatabase:ImportAsset (string,UnityEditor.ImportAssetOptions)
Firstkindgamer.FBXEditor.FBXDatabase:SetFBXFileToProcess (string,bool) (at Assets/Firstkindgamer/FBXEditor/Editor/FBXDatabase.cs:156)
Firstkindgamer.FBXEditor.FBXDatabase:AddFilesToProcessing () (at Assets/Firstkindgamer/FBXEditor/Editor/FBXDatabase.cs:50)

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Could also use a way to disable unity's consistancy check as an alternate way

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as some extra info, im currently using a Singleton instance to ask whether i should process said file and the data.

soft rune
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What are you doing exactly? Based solely on the warning, you should be using an asset processor + AssetDatabase.RegisterCustomDependency so the hash comes out correct and consistent

tawdry pier
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welp, completly didnt think of DependsOnCustomAsset. the problem with just registering an asset with the global scriptable object is that every asset that depends on the scriptable object would be refreshed, rather then just the ones that i actually changed values of

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i could instead create a .asset file for every single asset thats connected to my plugin, but that would cause me to use a ton of import calls, and a bunch of different asset files?