Hello! I am trying to implement a sort of custom asset importer that sets up mesh vertex buffer data such that it uses different vertex attribute compression techniques (for example, using fp16 rather than fp32 for the vertex position attribute), but I don’t need to go so far as to reimplement the entire asset import pipeline, just have a way to modify the data after it’s been imported (and not at runtime)
Is there any sort of scripting functionality/API available (I am comfortable with c++ and python so either is an option) that lets you hook into the Asset Import Pipeline to do this kind of thing? Something similar to the Unity Asset Postprocessor for example?
Apologies if I asked this in the wrong forum, feel free to move it as needed
Thanks in advance for your help