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Question by rt31 · Apr 08, 2020 at 11:27 AM · unityeditorassetassetdatabase

Override asset on import

My unity Assets folder has the following structure


     Assets
     └───Custom
     |    |
     |    └─ Materials
     |    |      Material1.mat
     |    |      Material1.mat.meta
     |    |       ...
     |    └─── Shaders
     |           Shader1.shader
     |           Shader1.shader.meta
     |            ...
     └───Shared
          |
          └─ Materials
          |      Material1.mat
          |      Material1.mat.meta
          |       ...
          └─── Shaders
                 Shader1.shader
                 Shader1.shader.meta
                  ...


In my scene and prefabs I'm referencing the assets from my Shared folder. I'm searching for a way that when I load the project instead of loading the assets from my Shared folder I load them from my Custom one. Or put in a different way I'm looking for a way to override an asset of any type without having to update all of the references to it.

The ideal place from my point of view to do this would be in either AssetPostprocessor.OnPreprocessAsset or in AssetPostprocessor.OnPostprocessAllAssets but I have not been able to replace or override the assets after looking at the APIs for AssetDatabase, AssetImporter or even AssetImportContext.

A couple of important notes:

  • I'm using 2019.3 so this means AssetDatabase V2

  • I would not like to do this using System.IO because this files are in source control and I believe trying to track this files would cause plenty of issues.

  • I want this to happen at design time.

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