initial upload

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tom.hempel
2025-09-30 17:58:33 +02:00
commit 69b0c79692
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using Convai.Scripts.Editor.Setup.ServerAnimation.Model;
using Convai.Scripts.Editor.Setup.ServerAnimation.View;
using UnityEngine;
using UnityEngine.UIElements;
namespace Convai.Scripts.Editor.Setup.ServerAnimation.Controller {
internal class ServerAnimationItemController {
internal ServerAnimationItemController( ServerAnimationItemView view, ServerAnimationItemData itemData, ServerAnimationPageController controller ) {
Data = itemData;
View = view;
Controller = controller;
view.UpdateToggleState( Data.IsSelected, Data.ItemResponse.Status );
view.SetAnimationName( Data.ItemResponse.AnimationName );
Data.CanBeSelected = Data.IsSuccess;
view.Card.RegisterCallback<ClickEvent>( OnCardClicked );
UpdateThumbnail();
}
internal ServerAnimationItemData Data { get; }
private ServerAnimationItemView View { get; }
private ServerAnimationPageController Controller { get; }
private async void UpdateThumbnail() {
if( Controller.Data.Thumbnails.TryGetValue( Data.ItemResponse.AnimationID, out Texture2D cacheTexture2D ) ) {
View.Thumbnail.style.backgroundImage = new StyleBackground {
value = new Background {
texture = cacheTexture2D
}
};
return;
}
if ( string.IsNullOrEmpty( Data.ItemResponse.ThumbnailURL ) ) return;
Texture2D texture = await ServerAnimationAPI.GetThumbnail( Data.ItemResponse.ThumbnailURL );
View.Thumbnail.style.backgroundImage = new StyleBackground {
value = new Background {
texture = texture
}
};
Controller.Data.Thumbnails.Add( Data.ItemResponse.AnimationID, texture );
}
~ServerAnimationItemController() {
View.Card.UnregisterCallback<ClickEvent>( OnCardClicked );
}
private void OnCardClicked( ClickEvent evt ) {
if ( !Data.CanBeSelected ) return;
ToggleSelect();
}
internal void UpdateCanBeSelected( bool newValue ) {
Data.CanBeSelected = newValue;
}
internal void Reset() {
Data.CanBeSelected = Data.IsSuccess;
Data.IsSelected = false;
View.UpdateToggleState( Data.IsSelected, Data.ItemResponse.Status );
}
private void ToggleSelect() {
Data.IsSelected = !Data.IsSelected;
View.UpdateToggleState( Data.IsSelected, Data.ItemResponse.Status );
}
}
}

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using Convai.Scripts.Editor.Setup.ServerAnimation.Model;
using Convai.Scripts.Editor.Setup.ServerAnimation.View;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using UnityEditor;
using UnityEngine;
using Random = UnityEngine.Random;
namespace Convai.Scripts.Editor.Setup.ServerAnimation.Controller
{
internal class ServerAnimationPageController
{
private readonly ServerAnimationPageView _ui;
internal ServerAnimationPageController(ServerAnimationPageView view)
{
Data = new ServerAnimationPageData();
_ui = view;
if (ConvaiSDKSetupEditorWindow.IsApiKeySet)
{
InjectData();
}
else
{
ConvaiSDKSetupEditorWindow.OnAPIKeySet += () =>
{
if (ConvaiSDKSetupEditorWindow.IsApiKeySet)
{
InjectData();
}
};
}
_ui.RefreshBtn.clicked += RefreshBtnOnClicked;
_ui.ImportBtn.clicked += ImportBtnOnClicked;
_ui.NextPageBtn.clicked += NextPageBtnOnClicked;
_ui.PreviousPageBtn.clicked += PreviousPageBtnOnClicked;
}
internal ServerAnimationPageData Data { get; }
private List<ServerAnimationItemController> Items { get; set; } = new();
~ServerAnimationPageController()
{
_ui.RefreshBtn.clicked -= RefreshBtnOnClicked;
_ui.ImportBtn.clicked -= ImportBtnOnClicked;
}
private async void ImportBtnOnClicked()
{
List<ServerAnimationItemResponse> selectedAnimations = Items.FindAll(x => x.Data.IsSelected).Select(x => x.Data.ItemResponse).ToList();
if (selectedAnimations.Count == 0)
{
EditorUtility.DisplayDialog("Error", "No animations selected!", "OK");
return;
}
// Disable Refresh and Import buttons
_ui.RefreshBtn.SetEnabled(false);
_ui.ImportBtn.SetEnabled(false);
Items.ForEach(x => x.UpdateCanBeSelected(false));
try
{
Task importTask = ServerAnimationService.ImportAnimations(selectedAnimations);
// Show progress bar
float progress = 0f;
while (!importTask.IsCompleted)
{
EditorUtility.DisplayProgressBar("Importing Animations", $"Progress: {progress:P0}", progress);
await Task.Delay(100); // Update every 100ms
progress += 0.01f; // Increment progress (you may want to adjust this based on actual progress)
if (progress > 0.99f)
progress = Random.value; // Set it to random value
}
// Ensure task is completed and handle any exceptions
await importTask;
EditorUtility.DisplayProgressBar("Importing Animations", "Complete!", 1f);
await Task.Delay(500); // Show 100% for half a second
}
catch (Exception e)
{
EditorUtility.DisplayDialog("Import Error", $"An error occurred during import: {e.Message}", "OK");
}
finally
{
EditorUtility.ClearProgressBar();
// Re-enable Refresh and Import buttons
_ui.RefreshBtn.SetEnabled(true);
_ui.ImportBtn.SetEnabled(true);
Items.ForEach(x => x.Reset());
}
}
private void RefreshBtnOnClicked()
{
InjectData();
}
private async void InjectData()
{
_ui.PreviousPageBtn.SetEnabled(false);
_ui.NextPageBtn.SetEnabled(false);
_ui.RefreshBtn.SetEnabled(false);
_ui.ImportBtn.SetEnabled(false);
List<ServerAnimationItemData> list = new();
await foreach (ServerAnimationItemResponse serverAnimationItemResponse in Data.GetAnimationItems())
list.Add(new ServerAnimationItemData
{
ItemResponse = serverAnimationItemResponse
});
list = list.OrderBy(item =>
{
return item.ItemResponse.Status.ToLower() switch
{
"success" => 0,
"pending" or "processing" => 1,
"failed" => 2,
_ => 3
};
}).ToList();
Items = _ui.ShowAnimationList(list);
_ui.PreviousPageBtn.SetEnabled(Data.CurrentPage > 1);
_ui.NextPageBtn.SetEnabled(Data.CurrentPage < Data.TotalPages - 1);
_ui.RefreshBtn.SetEnabled(true);
_ui.ImportBtn.SetEnabled(true);
}
private void PreviousPageBtnOnClicked()
{
Data.CurrentPage--;
Data.CurrentPage = Math.Max(Data.CurrentPage, 1);
_ui.PreviousPageBtn.SetEnabled(false);
_ui.NextPageBtn.SetEnabled(false);
InjectData();
}
private void NextPageBtnOnClicked()
{
if (Data.CurrentPage < Data.TotalPages - 1)
{
Data.CurrentPage++;
}
else
{
Data.CurrentPage = 1;
}
_ui.PreviousPageBtn.SetEnabled(false);
_ui.NextPageBtn.SetEnabled(false);
InjectData();
}
}
}

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namespace Convai.Scripts.Editor.Setup.ServerAnimation.Model {
internal class ServerAnimationItemData {
public bool CanBeSelected;
public bool IsSelected;
public ServerAnimationItemResponse ItemResponse;
public bool IsPending => ItemResponse.Status == "pending";
public bool IsSuccess => ItemResponse.Status == "success";
public bool IsFailed => ItemResponse.Status == "failed";
}
}

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using System.Collections.Generic;
using UnityEngine;
namespace Convai.Scripts.Editor.Setup.ServerAnimation.Model {
internal class ServerAnimationPageData {
private ServerAnimationListResponse _animationListResponse;
public Dictionary<string, Texture2D> Thumbnails { get; } = new();
public int TotalPages => _animationListResponse.TotalPages;
public int CurrentPage { get; set; } = 1;
public async IAsyncEnumerable<ServerAnimationItemResponse> GetAnimationItems() {
if ( !ConvaiAPIKeySetup.GetAPIKey( out string apiKey ) ) yield break;
_animationListResponse = await ServerAnimationAPI.GetAnimationList( apiKey, CurrentPage );
if ( _animationListResponse == null || _animationListResponse.Animations == null ) yield break;
foreach ( ServerAnimationItemResponse serverAnimationItemResponse in _animationListResponse.Animations ) yield return serverAnimationItemResponse;
}
}
}

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using Newtonsoft.Json;
using System;
using System.Collections.Generic;
using System.IO;
using System.Net.Http;
using System.Net.Http.Headers;
using System.Text;
using System.Threading.Tasks;
using UnityEditor;
using UnityEngine;
namespace Convai.Scripts.Editor.Setup.ServerAnimation
{
public static class ServerAnimationAPI
{
private const string BASE_URL = "https://api.convai.com/";
private const string GET_ANIMATION_LIST = "animations/list";
private const string GET_ANIMATION = "animations/get";
public static async Task<ServerAnimationListResponse> GetAnimationList(string apiKey, int page)
{
HttpClient client = CreateHttpClient(apiKey);
HttpContent content = CreateHttpContent(new Dictionary<string, object> {
{ "status", "success" },
{ "generate_signed_urls", true },
{ "page", page }
});
string response = await SendPostRequestAsync(GetEndPoint(GET_ANIMATION_LIST), client, content);
ServerAnimationListResponse serverAnimationListResponse = JsonConvert.DeserializeObject<ServerAnimationListResponse>(response);
return serverAnimationListResponse;
}
public static async Task<bool> DownloadAnimation(string animationID, string apiKey, string saveDirectory, string newFileName)
{
HttpClient client = CreateHttpClient(apiKey);
HttpContent content = CreateHttpContent(new Dictionary<string, object> {
{ "animation_id", animationID },
{ "generate_upload_video_urls", false }
});
string response = await SendPostRequestAsync(GetEndPoint(GET_ANIMATION), client, content);
dynamic animation = JsonConvert.DeserializeObject(response);
if (animation == null)
return false;
string gcpLink = animation.animation.fbx_gcp_file;
using HttpClient downloadClient = new();
try
{
byte[] fileBytes = await downloadClient.GetByteArrayAsync(gcpLink);
// Ensure the save directory exists
if (!Directory.Exists(saveDirectory))
Directory.CreateDirectory(saveDirectory);
// Construct the full file path with the new name and .fbx extension
string filePath = Path.Combine(saveDirectory, $"{newFileName}.fbx");
int counter = 1;
while (File.Exists(filePath))
{
filePath = Path.Combine(saveDirectory, $"{newFileName}_{counter}.fbx");
counter++;
}
// Write the file
await File.WriteAllBytesAsync(filePath, fileBytes);
string relativePath = filePath.Substring(Application.dataPath.Length + 1).Replace('\\', '/');
relativePath = "Assets/" + relativePath;
//AssetDatabase.ImportAsset(relativePath);
AssetDatabase.Refresh();
ModelImporter importer = AssetImporter.GetAtPath(relativePath) as ModelImporter;
if (importer != null)
{
importer.animationType = ModelImporterAnimationType.Human;
importer.importAnimatedCustomProperties = true;
importer.materialLocation = ModelImporterMaterialLocation.External;
importer.SaveAndReimport();
}
return true;
}
catch (Exception ex)
{
Debug.LogError($"Error downloading file: {ex.Message}");
return false;
}
}
public static async Task<Texture2D> GetThumbnail(string thumbnailURL)
{
using HttpClient client = new();
try
{
byte[] fileBytes = await client.GetByteArrayAsync(thumbnailURL);
Texture2D texture = new(256, 256);
texture.LoadImage(fileBytes);
return texture;
}
catch (Exception ex)
{
Debug.LogError($"Error downloading thumbnail: {ex.Message}");
return null;
}
}
private static string GetEndPoint(string endpoint)
{
return BASE_URL + endpoint;
}
private static HttpClient CreateHttpClient(string apiKey)
{
if (string.IsNullOrEmpty(apiKey))
return new HttpClient();
HttpClient httpClient = new()
{
Timeout = TimeSpan.FromSeconds(30),
DefaultRequestHeaders = {
Accept = {
new MediaTypeWithQualityHeaderValue( "application/json" )
}
}
};
httpClient.DefaultRequestHeaders.Add("CONVAI-API-KEY", apiKey);
httpClient.DefaultRequestHeaders.Add("Source", "convaiUI");
return httpClient;
}
private static HttpContent CreateHttpContent(Dictionary<string, object> dataToSend)
{
// Serialize the dictionary to JSON
string json = JsonConvert.SerializeObject(dataToSend);
// Convert JSON to HttpContent
return new StringContent(json, Encoding.UTF8, "application/json");
}
private static HttpContent CreateHttpContent(string json)
{
// Convert JSON to HttpContent
return new StringContent(json, Encoding.UTF8, "application/json");
}
private static async Task<string> SendPostRequestAsync(string endpoint, HttpClient httpClient, HttpContent content)
{
try
{
HttpResponseMessage response = await httpClient.PostAsync(endpoint, content);
response.EnsureSuccessStatusCode();
string responseContent = await response.Content.ReadAsStringAsync();
return responseContent;
}
catch (HttpRequestException e)
{
Debug.Log($"Request to {endpoint} failed: {e.Message}");
return null;
}
}
}
[Serializable]
public class ServerAnimationListResponse
{
[JsonProperty("animations")] public List<ServerAnimationItemResponse> Animations { get; private set; }
[JsonProperty("transaction_id")] public string TransactionID { get; private set; }
[JsonProperty("total_pages")] public int TotalPages { get; private set; }
[JsonProperty("page")] public int CurrentPage { get; private set; }
[JsonProperty("total")] public int TotalItems { get; private set; }
}
[Serializable]
public class ServerAnimationItemResponse
{
public ServerAnimationItemResponse(string animationID, string animationName, string status, string thumbnailURL)
{
AnimationID = animationID;
AnimationName = animationName;
Status = status;
ThumbnailURL = thumbnailURL;
}
[JsonProperty("animation_id")] public string AnimationID { get; private set; }
[JsonProperty("animation_name")] public string AnimationName { get; private set; }
[JsonProperty("status")] public string Status { get; private set; }
[JsonProperty("thumbnail_gcp_file")] public string ThumbnailURL { get; private set; }
}
}

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using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Threading.Tasks;
using UnityEditor;
using UnityEngine;
namespace Convai.Scripts.Editor.Setup.ServerAnimation {
internal static class ServerAnimationService {
private const string DIRECTORY_SAVE_KEY = "CONVAI_SERVER_ANIMATION_SAVE_PATH";
public static async Task ImportAnimations( List<ServerAnimationItemResponse> animations ) {
if ( !ConvaiAPIKeySetup.GetAPIKey( out string apiKey ) ) return;
if ( animations.Count == 0 ) {
EditorUtility.DisplayDialog( "Import Animation Process", "Cannot start import process since no animations are selected", "Ok" );
return;
}
string savePath = UpdateAnimationSavePath();
if ( string.IsNullOrEmpty( savePath ) ) {
EditorUtility.DisplayDialog( "Failed", "Import Operation Cancelled", "Ok" );
return;
}
List<string> allAnimations = animations.Select( x => x.AnimationName ).ToList();
List<string> successfulImports = new();
foreach ( ServerAnimationItemResponse anim in animations ) {
bool result = await ServerAnimationAPI.DownloadAnimation( anim.AnimationID, apiKey, savePath, anim.AnimationName );
if ( result ) successfulImports.Add( anim.AnimationName );
}
LogResult( successfulImports, allAnimations );
AssetDatabase.Refresh();
}
private static void LogResult( List<string> successfulImports, List<string> animPaths ) {
string dialogMessage = $"Successfully Imported{Environment.NewLine}";
successfulImports.ForEach( x => dialogMessage += x + Environment.NewLine );
List<string> unSuccessFullImports = animPaths.Except( successfulImports ).ToList();
if ( unSuccessFullImports.Count > 0 ) {
dialogMessage += $"Could not import{Environment.NewLine}";
unSuccessFullImports.ForEach( x => dialogMessage += x + Environment.NewLine );
}
EditorUtility.DisplayDialog( "Import Animation Result", dialogMessage, "Ok" );
}
private static string UpdateAnimationSavePath() {
string selectedPath;
string currentPath = EditorPrefs.GetString( DIRECTORY_SAVE_KEY, Application.dataPath );
while ( true ) {
selectedPath = EditorUtility.OpenFolderPanel( "Select folder within project", currentPath, "" );
if ( string.IsNullOrEmpty( selectedPath ) ) {
selectedPath = string.Empty;
break;
}
if ( !IsSubfolder( selectedPath, Application.dataPath ) ) {
EditorUtility.DisplayDialog( "Invalid Folder Selected", "Please select a folder within the project", "Ok" );
continue;
}
EditorPrefs.SetString( DIRECTORY_SAVE_KEY, selectedPath );
break;
}
return selectedPath;
}
private static bool IsSubfolder( string pathA, string pathB ) {
// Get full paths to handle any relative path issues
string fullPathA = Path.GetFullPath( pathA );
string fullPathB = Path.GetFullPath( pathB );
// Create URI objects for the paths
Uri uriA = new(fullPathA);
Uri uriB = new(fullPathB);
// Check if pathA is under pathB
return uriB.IsBaseOf( uriA );
}
}
}

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using Convai.Scripts.Editor.Setup.ServerAnimation.Controller;
using Convai.Scripts.Editor.Setup.ServerAnimation.Model;
using UnityEditor;
using UnityEngine;
using UnityEngine.UIElements;
namespace Convai.Scripts.Editor.Setup.ServerAnimation.View {
internal class ServerAnimationItemView : VisualElement {
private readonly Color _animationProcessFailure = new(1f, 131f / 255f, 131f / 255f, 1f); //rgb(255,131,131)
private readonly Color _animationProcessPending = new(1f, 245f / 255f, 116f / 255f, 1f);
private readonly Color _animationProcessSuccess = new(0, 0, 0, 0.25f);
private readonly Color _selectedColor = new(11f / 255, 96f / 255, 73f / 255);
internal readonly ServerAnimationItemController Controller;
private Label _nameLabel;
internal ServerAnimationItemView( ServerAnimationItemData itemData, ServerAnimationPageController controller ) {
AddUI();
InitializeUI();
Controller = new ServerAnimationItemController( this, itemData, controller );
}
public VisualElement Card { get; private set; }
public VisualElement Thumbnail { get; private set; }
private void InitializeUI() {
_nameLabel = contentContainer.Q<Label>( "name" );
Card = contentContainer.Q<VisualElement>( "server-animation-card" );
Thumbnail = Card.Q<VisualElement>( "thumbnail" );
}
internal void SetAnimationName( string animationName ) {
_nameLabel.text = animationName;
}
internal void UpdateToggleState( bool isSelected, string status ) {
Card.style.borderTopColor = GetColor( isSelected, status );
Card.style.borderBottomColor = GetColor( isSelected, status );
Card.style.borderLeftColor = GetColor( isSelected, status );
Card.style.borderRightColor = GetColor( isSelected, status );
}
private Color GetColor( bool isSelected, string status ) {
if ( isSelected ) return _selectedColor;
return status switch {
"success" => _animationProcessSuccess,
"pending" => _animationProcessPending,
"processing" => _animationProcessPending,
"failed" => _animationProcessFailure,
_ => Color.white
};
}
private void AddUI() {
VisualTreeAsset treeAsset = AssetDatabase.LoadAssetAtPath<VisualTreeAsset>( "Assets/Convai/Art/UI/Editor/server-animation-card.uxml" );
TemplateContainer child = treeAsset.CloneTree();
child.style.width = new Length( 100, LengthUnit.Percent );
child.style.height = new Length( 100, LengthUnit.Percent );
child.style.justifyContent = Justify.Center;
contentContainer.Add( child );
}
}
}

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using System.Collections.Generic;
using Convai.Scripts.Editor.Setup.ServerAnimation.Controller;
using Convai.Scripts.Editor.Setup.ServerAnimation.Model;
using UnityEngine.UIElements;
namespace Convai.Scripts.Editor.Setup.ServerAnimation.View {
internal class ServerAnimationPageView {
private ServerAnimationPageController _controller;
private VisualElement _listContainer;
private VisualElement _uiContainer;
internal Button ImportBtn;
internal Button NextPageBtn;
internal Button PreviousPageBtn;
internal Button RefreshBtn;
internal ServerAnimationPageView( VisualElement root ) {
Initialize( root );
_controller = new ServerAnimationPageController( this );
}
private void Initialize( VisualElement root ) {
_uiContainer = root.Q<VisualElement>( "content-container" ).Q<VisualElement>( "server-anim" );
_listContainer = _uiContainer.Q<ScrollView>( "container" ).Q<VisualElement>( "grid" );
RefreshBtn = _uiContainer.Q<Button>( "refresh-btn" );
ImportBtn = _uiContainer.Q<Button>( "import-btn" );
NextPageBtn = _uiContainer.Q<Button>( "next-page-btn" );
PreviousPageBtn = _uiContainer.Q<Button>( "previous-page-btn" );
}
internal List<ServerAnimationItemController> ShowAnimationList( List<ServerAnimationItemData> datas ) {
List<ServerAnimationItemController> cards = new();
_listContainer.Clear();
foreach ( ServerAnimationItemData data in datas ) {
ServerAnimationItemView animationItemView = new(data, _controller);
cards.Add( animationItemView.Controller );
_listContainer.Add( animationItemView );
}
_listContainer.MarkDirtyRepaint();
return cards;
}
}
}

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