Legacy Documentation: Version 2017.1 (Go to current version)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

AssetDatabase.AddObjectToAsset

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public static function AddObjectToAsset(objectToAdd: Object, path: string): void;
public static void AddObjectToAsset(Object objectToAdd, string path);

Parameters

objectToAdd Object to add to the existing asset.
path Filesystem path to the asset.

Description

Adds objectToAdd to an existing asset at path.

Please note that you should only add assets to '.asset' assets, imported models or texture assets for example will lose their data.

All paths are relative to the project folder, for example: "Assets/MyTextures/hello.png". Note:

You can not add GameObjects; use PrefabUtility instead.

#pragma strict
public class CreateMaterialExample extends MonoBehaviour {
	@MenuItem("GameObject/Create Material")
	static function CreateMaterial() {
		// Create a simple material asset
		var material: Material = new Material(Shader.Find("Specular"));
		AssetDatabase.CreateAsset(material, "Assets/MyMaterial.mat");
		// Add an animation clip to it
		var animationClip: AnimationClip = new AnimationClip();
		animationClip.name = "My Clip";
		AssetDatabase.AddObjectToAsset(animationClip, material);
		// Otherwise the change only shows up when saving the project
		AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(animationClip));
		// Print the path of the created asset
		Debug.Log(AssetDatabase.GetAssetPath(material));
	}
}
using UnityEngine;
using UnityEditor;

public class CreateMaterialExample : MonoBehaviour { [MenuItem("GameObject/Create Material")] static void CreateMaterial() { // Create a simple material asset

Material material = new Material(Shader.Find("Specular")); AssetDatabase.CreateAsset(material, "Assets/MyMaterial.mat");

// Add an animation clip to it AnimationClip animationClip = new AnimationClip(); animationClip.name = "My Clip"; AssetDatabase.AddObjectToAsset(animationClip, material);

// Reimport the asset after adding an object. // Otherwise the change only shows up when saving the project AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(animationClip));

// Print the path of the created asset Debug.Log(AssetDatabase.GetAssetPath(material)); } }

public static function AddObjectToAsset(objectToAdd: Object, assetObject: Object): void;
public static void AddObjectToAsset(Object objectToAdd, Object assetObject);

Description

Adds objectToAdd to an existing asset identified by assetObject.

Note:

You can not add GameObjects; use PrefabUtility instead.

#pragma strict
public class CreateMaterialExample extends MonoBehaviour {
	@MenuItem("GameObject/Create Material")
	static function CreateMaterial() {
		// Create a simple material asset
		var material: Material = new Material(Shader.Find("Specular"));
		AssetDatabase.CreateAsset(material, "Assets/MyMaterial.mat");
		// Add an animation clip to it
		var animationClip: AnimationClip = new AnimationClip();
		animationClip.name = "My Clip";
		AssetDatabase.AddObjectToAsset(animationClip, material);
		// Otherwise the change only shows up when saving the project
		AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(animationClip));
		// Print the path of the created asset
		Debug.Log(AssetDatabase.GetAssetPath(material));
	}
}
using UnityEngine;
using UnityEditor;

public class CreateMaterialExample : MonoBehaviour { [MenuItem("GameObject/Create Material")] static void CreateMaterial() { // Create a simple material asset

Material material = new Material(Shader.Find("Specular")); AssetDatabase.CreateAsset(material, "Assets/MyMaterial.mat");

// Add an animation clip to it AnimationClip animationClip = new AnimationClip(); animationClip.name = "My Clip"; AssetDatabase.AddObjectToAsset(animationClip, material);

// Reimport the asset after adding an object. // Otherwise the change only shows up when saving the project AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(animationClip));

// Print the path of the created asset Debug.Log(AssetDatabase.GetAssetPath(material)); } }

Did you find this page useful? Please give it a rating: