assetPath | Path of the asset to load. |
localId | The local identifier of the object that you want to load. This allows you to load a specific object and its dependencies as opposed to the entire asset. |
AssetDatabaseLoadOperation A UnityEditor.AssetDatabaseLoadOperation which you can use to track the progress of the operation.
Loads a specific Object and its dependencies from an Asset file asynchronously.
All paths are relative to the project folder, for example: "Assets/MyTextures/hello.png".
See Also: AssetDatabase.TryGetGUIDAndLocalFileIdentifier, GlobalObjectId.targetObjectId.
using UnityEngine; using UnityEditor; using System.Collections;
public class MyPlayer : MonoBehaviour { public IEnumerator Start() { // This will load all objects in the fbx and return a single Mesh object. Mesh m = AssetDatabase.LoadAssetAtPath<Mesh>("Assets/test.fbx");
AssetDatabase.TryGetGUIDAndLocalFileIdentifier(m, out string guid, out long localId);
// At some point after the Mesh may or may not have unloaded we can reload just the mesh AssetDatabaseLoadOperation op = AssetDatabase.LoadObjectAsync("Assets/test.fbx", localId);
// yield until the operation is completed while (!op.isDone) yield return null;
Mesh reloadedMesh = (Mesh)op.LoadedObject; } }