Overview
TheAssetDefinition class describes editor-related functionality for a specific asset type. Plugins can derive from this class to customize asset icons, override editors, and define import/export methods.
Registration
Register your asset definition using theRegisterAssetDefinitionAttribute in your plugin’s AssemblyInfo.cs:
Constructor
AssetDefinition
Virtual Methods
GetEditor
FrostyAssetEditor.
ILogger
required
The logging interface to use in the editor
FrostyAssetEditor
A custom asset editor instance, or null to use the default editor
GetIcon
AssetEntry
The asset entry to generate an icon for
double
default:"PositiveInfinity"
Suggested width for the icon
double
default:"PositiveInfinity"
Suggested height for the icon
ImageSource
An ImageSource representing the icon, or null for default
GetSupportedExportTypes
List<AssetExportType>
required
List to populate with supported export types
- bin: Binary File
- xml: XML File
GetSupportedImportTypes
List<AssetImportType>
required
List to populate with supported import types
- bin: Binary File (Data Only)
- bin: Binary File
Export
EbxAssetEntry
required
The asset entry to export
string
required
The full path and filename to export to
string
required
The file extension of the chosen export type
bool
True if export was successful, false otherwise
Import
EbxAssetEntry
required
The asset entry to import data into
string
required
The full path and filename to import from
AssetImportType
required
The chosen import type containing extension and description
bool
True if import was successful, false otherwise
Helper Structures
AssetExportType
string
File extension without the dot (e.g., “fbx”)
string
Human-readable description (e.g., “Autodesk FBX”)
AssetImportType
string
File extension without the dot (e.g., “fbx”)
string
Human-readable description (e.g., “Autodesk FBX”)