[unity] Hopefully fixed some occurrances of a build crash when building many prefabs and textures. See #2047.

This commit is contained in:
Harald Csaszar 2022-03-18 15:43:51 +01:00
parent b23ff3b216
commit ec53964603
8 changed files with 140 additions and 50 deletions

View File

@ -71,62 +71,83 @@ namespace Spine.Unity.Editor {
#if HAS_ON_POSTPROCESS_PREFAB
internal static void PreprocessSpinePrefabMeshes () {
AssetDatabase.StartAssetEditing();
prefabsToRestore.Clear();
var prefabAssets = AssetDatabase.FindAssets("t:Prefab");
foreach (var asset in prefabAssets) {
string assetPath = AssetDatabase.GUIDToAssetPath(asset);
GameObject prefabGameObject = AssetDatabase.LoadAssetAtPath<GameObject>(assetPath);
if (SpineEditorUtilities.CleanupSpinePrefabMesh(prefabGameObject)) {
prefabsToRestore.Add(assetPath);
BuildUtilities.IsInSkeletonAssetBuildPreProcessing = true;
try {
AssetDatabase.StartAssetEditing();
prefabsToRestore.Clear();
var prefabAssets = AssetDatabase.FindAssets("t:Prefab");
foreach (var asset in prefabAssets) {
string assetPath = AssetDatabase.GUIDToAssetPath(asset);
GameObject prefabGameObject = AssetDatabase.LoadAssetAtPath<GameObject>(assetPath);
if (SpineEditorUtilities.CleanupSpinePrefabMesh(prefabGameObject)) {
prefabsToRestore.Add(assetPath);
}
EditorUtility.UnloadUnusedAssetsImmediate();
}
EditorUtility.UnloadUnusedAssetsImmediate();
AssetDatabase.StopAssetEditing();
if (prefabAssets.Length > 0)
AssetDatabase.SaveAssets();
} finally {
BuildUtilities.IsInSkeletonAssetBuildPreProcessing = false;
}
AssetDatabase.StopAssetEditing();
if (prefabAssets.Length > 0)
AssetDatabase.SaveAssets();
}
internal static void PostprocessSpinePrefabMeshes () {
foreach (string assetPath in prefabsToRestore) {
GameObject g = AssetDatabase.LoadAssetAtPath<GameObject>(assetPath);
SpineEditorUtilities.SetupSpinePrefabMesh(g, null);
BuildUtilities.IsInSkeletonAssetBuildPostProcessing = true;
try {
foreach (string assetPath in prefabsToRestore) {
GameObject g = AssetDatabase.LoadAssetAtPath<GameObject>(assetPath);
SpineEditorUtilities.SetupSpinePrefabMesh(g, null);
}
if (prefabsToRestore.Count > 0)
AssetDatabase.SaveAssets();
prefabsToRestore.Clear();
} finally {
BuildUtilities.IsInSkeletonAssetBuildPostProcessing = false;
}
if (prefabsToRestore.Count > 0)
AssetDatabase.SaveAssets();
prefabsToRestore.Clear();
}
#endif
internal static void PreprocessSpriteAtlases () {
AssetDatabase.StartAssetEditing();
spriteAtlasTexturesToRestore.Clear();
var spriteAtlasAssets = AssetDatabase.FindAssets("t:SpineSpriteAtlasAsset");
foreach (var asset in spriteAtlasAssets) {
string assetPath = AssetDatabase.GUIDToAssetPath(asset);
SpineSpriteAtlasAsset atlasAsset = AssetDatabase.LoadAssetAtPath<SpineSpriteAtlasAsset>(assetPath);
if (atlasAsset && atlasAsset.materials.Length > 0) {
spriteAtlasTexturesToRestore[assetPath] = AssetDatabase.GetAssetPath(atlasAsset.materials[0].mainTexture);
atlasAsset.materials[0].mainTexture = null;
BuildUtilities.IsInSpriteAtlasBuildPreProcessing = true;
try {
AssetDatabase.StartAssetEditing();
spriteAtlasTexturesToRestore.Clear();
var spriteAtlasAssets = AssetDatabase.FindAssets("t:SpineSpriteAtlasAsset");
foreach (var asset in spriteAtlasAssets) {
string assetPath = AssetDatabase.GUIDToAssetPath(asset);
SpineSpriteAtlasAsset atlasAsset = AssetDatabase.LoadAssetAtPath<SpineSpriteAtlasAsset>(assetPath);
if (atlasAsset && atlasAsset.materials.Length > 0) {
spriteAtlasTexturesToRestore[assetPath] = AssetDatabase.GetAssetPath(atlasAsset.materials[0].mainTexture);
atlasAsset.materials[0].mainTexture = null;
}
EditorUtility.UnloadUnusedAssetsImmediate();
}
EditorUtility.UnloadUnusedAssetsImmediate();
AssetDatabase.StopAssetEditing();
if (spriteAtlasAssets.Length > 0)
AssetDatabase.SaveAssets();
} finally {
BuildUtilities.IsInSpriteAtlasBuildPreProcessing = false;
}
AssetDatabase.StopAssetEditing();
if (spriteAtlasAssets.Length > 0)
AssetDatabase.SaveAssets();
}
internal static void PostprocessSpriteAtlases () {
foreach (var pair in spriteAtlasTexturesToRestore) {
string assetPath = pair.Key;
SpineSpriteAtlasAsset atlasAsset = AssetDatabase.LoadAssetAtPath<SpineSpriteAtlasAsset>(assetPath);
if (atlasAsset && atlasAsset.materials.Length > 0) {
Texture atlasTexture = AssetDatabase.LoadAssetAtPath<Texture>(pair.Value);
atlasAsset.materials[0].mainTexture = atlasTexture;
BuildUtilities.IsInSpriteAtlasBuildPostProcessing = true;
try {
foreach (var pair in spriteAtlasTexturesToRestore) {
string assetPath = pair.Key;
SpineSpriteAtlasAsset atlasAsset = AssetDatabase.LoadAssetAtPath<SpineSpriteAtlasAsset>(assetPath);
if (atlasAsset && atlasAsset.materials.Length > 0) {
Texture atlasTexture = AssetDatabase.LoadAssetAtPath<Texture>(pair.Value);
atlasAsset.materials[0].mainTexture = atlasTexture;
}
}
if (spriteAtlasTexturesToRestore.Count > 0)
AssetDatabase.SaveAssets();
spriteAtlasTexturesToRestore.Clear();
} finally {
BuildUtilities.IsInSpriteAtlasBuildPostProcessing = false;
}
if (spriteAtlasTexturesToRestore.Count > 0)
AssetDatabase.SaveAssets();
spriteAtlasTexturesToRestore.Clear();
}
}

View File

@ -238,6 +238,11 @@ namespace Spine.Unity {
}
public void Load (AtlasPage page, string path) {
#if UNITY_EDITOR
if (BuildUtilities.IsInSkeletonAssetBuildPreProcessing ||
BuildUtilities.IsInSkeletonAssetBuildPostProcessing)
return;
#endif
String name = Path.GetFileNameWithoutExtension(path);
Material material = null;
foreach (Material other in atlasAsset.materials) {

View File

@ -166,6 +166,10 @@ namespace Spine.Unity {
public override void Initialize (bool overwrite, bool quiet = false) {
if (valid && !overwrite)
return;
#if UNITY_EDITOR
if (BuildUtilities.IsInSkeletonAssetBuildPreProcessing)
return;
#endif
base.Initialize(overwrite, quiet);
if (!valid)

View File

@ -102,7 +102,7 @@ namespace Spine.Unity {
#if UNITY_EDITOR
protected override void OnValidate () {
// This handles Scene View preview.
base.OnValidate ();
base.OnValidate();
if (this.IsValid) {
if (skeletonDataAsset == null) {
Clear();
@ -360,8 +360,7 @@ namespace Spine.Unity {
separatorSlots.Add(slot);
}
#if UNITY_EDITOR
else
{
else {
Debug.LogWarning(slotName + " is not a slot in " + skeletonDataAsset.skeletonJSON.name);
}
#endif
@ -521,7 +520,10 @@ namespace Spine.Unity {
public void Initialize (bool overwrite) {
if (this.IsValid && !overwrite) return;
#if UNITY_EDITOR
if (BuildUtilities.IsInSkeletonAssetBuildPreProcessing)
return;
#endif
if (this.skeletonDataAsset == null) return;
var skeletonData = this.skeletonDataAsset.GetSkeletonData(false);
if (skeletonData == null) return;
@ -839,7 +841,7 @@ namespace Spine.Unity {
#if UNITY_EDITOR
if (Application.isEditor && !Application.isPlaying) {
for (int i = separatorParts.Count-1; i >= 0; --i) {
for (int i = separatorParts.Count - 1; i >= 0; --i) {
if (separatorParts[i] == null) {
separatorParts.RemoveAt(i);
}

View File

@ -72,7 +72,10 @@ namespace Spine.Unity {
public override void Initialize (bool overwrite, bool quiet = false) {
if (valid && !overwrite)
return;
#if UNITY_EDITOR
if (BuildUtilities.IsInSkeletonAssetBuildPreProcessing)
return;
#endif
base.Initialize(overwrite, quiet);
if (!valid)
@ -104,8 +107,7 @@ namespace Spine.Unity {
if (Application.isPlaying) {
translator.Apply(skeleton);
}
else {
} else {
if (translatorAnimator != null && translatorAnimator.isInitialized &&
translatorAnimator.isActiveAndEnabled && translatorAnimator.runtimeAnimatorController != null) {
// Note: Rebind is required to prevent warning "Animator is not playing an AnimatorController" with prefabs
@ -535,7 +537,7 @@ namespace Spine.Unity {
}
#if UNITY_EDITOR
void GetLayerBlendModes() {
void GetLayerBlendModes () {
if (layerBlendModes.Length < animator.layerCount) {
System.Array.Resize<MixBlend>(ref layerBlendModes, animator.layerCount);
}

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@ -367,7 +367,10 @@ namespace Spine.Unity {
public virtual void Initialize (bool overwrite, bool quiet = false) {
if (valid && !overwrite)
return;
#if UNITY_EDITOR
if (BuildUtilities.IsInSkeletonAssetBuildPreProcessing)
return;
#endif
// Clear
{
// Note: do not reset meshFilter.sharedMesh or meshRenderer.sharedMaterial to null,

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@ -0,0 +1,42 @@
/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2022, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
#if UNITY_EDITOR
namespace Spine.Unity {
public static class BuildUtilities {
public static bool IsInSkeletonAssetBuildPreProcessing = false;
public static bool IsInSkeletonAssetBuildPostProcessing = false;
public static bool IsInSpriteAtlasBuildPreProcessing = false;
public static bool IsInSpriteAtlasBuildPostProcessing = false;
}
}
#endif

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@ -0,0 +1,11 @@
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