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							- using UnityEditor;
 
- using XNode;
 
- namespace XNodeEditor {
 
-     /// <summary>
 
-     /// This asset processor resolves an issue with the new v2 AssetDatabase system present on 2019.3 and later. When
 
-     /// renaming a <see cref="XNode.NodeGraph"/> asset, it appears that sometimes the v2 AssetDatabase will swap which asset
 
-     /// is the main asset (present at top level) between the <see cref="XNode.NodeGraph"/> and one of its <see cref="XNode.Node"/>
 
-     /// sub-assets. As a workaround until Unity fixes this, this asset processor checks all renamed assets and if it
 
-     /// finds a case where a <see cref="XNode.Node"/> has been made the main asset it will swap it back to being a sub-asset
 
-     /// and rename the node to the default name for that node type.
 
-     /// </summary>
 
-     internal sealed class GraphRenameFixAssetProcessor : AssetPostprocessor {
 
-         private static void OnPostprocessAllAssets(
 
-             string[] importedAssets,
 
-             string[] deletedAssets,
 
-             string[] movedAssets,
 
-             string[] movedFromAssetPaths) {
 
-             for (int i = 0; i < movedAssets.Length; i++) {
 
-                 Node nodeAsset = AssetDatabase.LoadMainAssetAtPath(movedAssets[i]) as Node;
 
-                 // If the renamed asset is a node graph, but the v2 AssetDatabase has swapped a sub-asset node to be its
 
-                 // main asset, reset the node graph to be the main asset and rename the node asset back to its default
 
-                 // name.
 
-                 if (nodeAsset != null && AssetDatabase.IsMainAsset(nodeAsset)) {
 
-                     AssetDatabase.SetMainObject(nodeAsset.graph, movedAssets[i]);
 
-                     AssetDatabase.ImportAsset(movedAssets[i]);
 
-                     nodeAsset.name = NodeEditorUtilities.NodeDefaultName(nodeAsset.GetType());
 
-                     EditorUtility.SetDirty(nodeAsset);
 
-                 }
 
-             }
 
-         }
 
-     }
 
- }
 
 
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