A tool for the Unity engine that allows you to import, build, and texture zipped assets with a single click. UQImporter detects your render pipeline and dynamically adjusts to ensure your assets are properly imported for a drag-and-drop experience.
The following items are fully supported in the current build.
- Fully import supported zipped assets with a single click
- 8k textures
- Multithreaded texture generation
- Render pipeline detection (built-in, URP, HDRP)
- Opaque and transparent materials (transparency requires HDRP, other pipeline support is planned)
- Mask map and transparency map generation
Support for the following items is not currently available, but may be added in the future.
- Nested renderers
- Multi-model, single-texture assets
- Multi-model, multi-texture assets
- Double-sided materials require HDRP (other pipeline support is planned)
- LODs.
- Multi-asset importing (only 1 asset can be imported at a time)
- FBX only
The following items are either in-development, or plan to be added.
- Support for LODs
- Multi-asset importing
- Support for non-zipped files
- Support for nested renderers
- Import UQImporter into your project
- Open the UQImporter window with menu item: Tools/UQImporter
- Select a zipped asset to be imported
- (Optional) Change its name and import destination
- Click Import Asset
These variables control how UQImporter handles asset imports. Modify them as needed to adjust the import behavior.
// Path to the local install of UQImporter.
string pathToUQImporter;
// Path assets will be imported to. Changing this also updates the default text in the Destination text box.
string defaultDestinationPath;
// If true, the asset will be imported to a folder with its name.
bool useNameForDestinationFolder;
// If true, the asset's material will be set to double-sided.
bool doubleSidedMaterial;
// Keys that UQImporter should look for when importing and assigning textures.
string[] textureKeys;
// If true, a message will be logged to the console showing the time it took to import.
bool logCompletionTime;
// If true, the imported asset will be pinged in the Project window.
bool pingImportedAsset;
// If true, enables debugging mode.
bool logContext;
// If true, UQImporter will create folders and sort imported items.
bool cleanDirectory;
// If true, the zip file of the asset will be deleted upon import.
bool deleteZipFile;
// If true, multithreading will be enabled where applicable.
bool enableMultithreading; NOTE: You can ping your local config file by clicking {More>Ping config file} in the UQImporter window.
NOTE: You can create a new config file by clicking {More>Create new config file} (this will delete your current config file).
Non-Quixel assets have limited support with UQImporter. You must ensure your textures use keywords defined in the config.json file in order for UQImporter to accurately recognize them.
