Copy a new URDF directory that includes .stl files into the asset folder: Note that no .asset or .prefab file will be created for the .stl mesh files.
From main menu select Assets > Reimport: Again note that no .asset or .prefab will be created
Import the URDF using the URDF Importer dialog: The import should finish successfully
Note the modification date for the .prefab files created for the .stl mesh files.
Reimport the URDF using the URDF Importer dialog with the "Overwrite Existing Prefabs" Option unchecked: The .prefab files for the .stl mesh files should not have been modified.
Reimport the URDF using the URDF Importer dialog with the "Overwrite Existing Prefabs" Option checked: The .prefab files for the .stl mesh files should have been modified.
Unit tests:
StlPostprocess_NewStl_DontCreatePrefab()
AssetExists_False()
AssetExists_True()
Test Configuration:
Unity Version: Unity 2020.3.13f1
Unity machine OS + version: macOS Sierra 10.15.7
Checklist
[x] Ensured this PR is up-to-date with the dev branch
Proposed change(s)
Disabled the existing behaviour of URDF Importer overwriting existing assets in a Unity project. Instead:
Useful links (GitHub issues, JIRA tickets, forum threads, etc.)
https://github.com/Unity-Technologies/URDF-Importer/issues/121 https://jira.unity3d.com/browse/AIRO-908
Provide any relevant links here.
Types of change(s)
Testing and Verification
Reimport the URDF using the URDF Importer dialog with the "Overwrite Existing Prefabs" Option checked: The .prefab files for the .stl mesh files should have been modified.
Unit tests:
Test Configuration:
Checklist
dev
branchdev
branchOther comments