在Unity开发过程中,会创建很多prefab或者使用一些素材包,由于更换Unity版本或者版本与素材包导出版本不一致,会导致prefab损坏的情况,针对这些情况,我制作了这个预制体转换工具,用于将高版本的预制体转换为低版本Unity可使用的格式。 
输入由于版本不一致导致损坏的预制体所在文件夹路径(Assets开头),并点击开始转换。
EditorGUI窗口绘制:
using System;
using System.IO;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
public class PrefabConvertWindow : EditorWindow
{
public static string PrefabDirPath = "Assets/Prefabs";
[MenuItem("Wonderland6627/PrefabConvertTools/PrefabConvertWindow", priority = 0)]
public static void OpenWindow()
{
EditorWindow.GetWindow<PrefabConvertWindow>();
PrefabDirPath = PlayerPrefs.GetString("PrefabDirPathSaveKey");
}
private void OnGUI()
{
GUILayout.Space(10);
EditorGUILayout.LabelField("预制体文件夹路径(Assets开头)", EditorStyles.boldLabel);
PrefabDirPath = EditorGUILayout.TextField(PrefabDirPath);
GUILayout.Space(10);
if (GUILayout.Button("开始转换"))
{
if (string.IsNullOrEmpty(PrefabDirPath) || !PrefabDirPath.StartsWith("Assets") || !Directory.Exists(PrefabDirPath))
{
Debug.LogError("路径有误");
return;
}
PrefabConvertTools.FindAllPrefabInPath(PrefabDirPath);
}
GUILayout.Space(10);
if (GUILayout.Button("关闭进度条"))
{
EditorUtility.ClearProgressBar();
}
}
private void OnLostFocus()
{
PlayerPrefs.SetString("PrefabDirPathSaveKey", PrefabDirPath);
}
private void OnDisable()
{
PlayerPrefs.SetString("PrefabDirPathSaveKey", PrefabDirPath);
}
}
转换方法:
public class PrefabConvertTools
{
public static void FindAllPrefabInPath(string dirPath)
{
PlayerPrefs.SetString("PrefabDirPathSaveKey", dirPath);
string[] allPath = AssetDatabase.FindAssets("t:Prefab", new string[] { dirPath });
int length = allPath.Length;
EditorUtility.DisplayProgressBar("处理预制体", "", 0);
for (int i = 0; i < allPath.Length; i++)
{
string path = AssetDatabase.GUIDToAssetPath(allPath[i]);
if (path.Contains("_Converted"))
{
continue;
}
var obj = AssetDatabase.LoadAssetAtPath(path, typeof(GameObject)) as GameObject;
if (obj != null)
{
EditorUtility.DisplayProgressBar("处理预制体", obj.name, (float)i / length);
ConvertPrefab2LowVersion(obj);
}
}
EditorUtility.ClearProgressBar();
Debug.Log("处理完成");
}
public static void ConvertPrefab2LowVersion(GameObject oldPrefab)
{
string rootDirPath = GetObjRootDirPath(oldPrefab, true);
string newName = oldPrefab.name + "_Converted.prefab";
PrefabUtility.CreatePrefab(rootDirPath + newName, oldPrefab);
}
private static string GetObjRootDirPath(UnityEngine.Object obj, bool isSuffix = false)
{
string fullPath = AssetDatabase.GetAssetPath(obj);
string dirPath = string.Empty;
var dirs = fullPath.Split('/');
for (int i = 0; i < dirs.Length - 1; i++)
{
dirPath += dirs[i] + "/";
}
return isSuffix ? dirPath : dirPath.Remove(dirPath.Length - 1);
}
}
转换完成之后,会在指定文件夹内生成“原文件名_Converted.prefab"的预制体,即为转换完成的新预制体。 原理大概是Unity的预制体是一种可序列化文件,其格式在不同的Unity版本有微小的不同,而AssetDatabase.LoadAssetAtPath方法能够将文件正常读取,再通过PrefabUtility.CreatePrefab去创建符合当前版本序列化规则的预制体,就能够正常加载不会报prefab broken的警告了。
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