Legacy Documentation: Version 2017.2 (Go to current version)
LanguageEnglish
  • C#
  • JS

Script language

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

AssetDatabase.LoadAllAssetsAtPath

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 method LoadAllAssetsAtPath(assetPath: string): Object[];
public static Object[] LoadAllAssetsAtPath(string assetPath);

Parameters

assetPath Filesystem path to the asset.

Description

Returns an array of all asset objects at assetPath.

Some asset files may contain multiple objects (such as a Maya file which may contain multiple Meshes and GameObjects). All paths are relative to the project folder, for example: "Assets/MyTextures/hello.png".
This function returns all asset objects at a given path including hidden in the Project view.

In the example that follows an asset with all its children are displayed. The parent asset has child assets. Note that assets can be combined using AssetDatabase.AddObjectToAsset. (The example at AddObjectToAsset adds an animation clip to a material.)

#pragma strict
public class Example extends MonoBehaviour {
	@MenuItem("AssetDatabase/loadAllAssetsAtPath")
	static function Doit() {
		var data: Object[];
		data = AssetDatabase.LoadAllAssetsAtPath("Assets/MyMaterial.mat");
		for (var o: Object in data) {
			Debug.Log(o);
		}
		//  MyMaterial (UnityEngine.Material)
	}
}
using UnityEngine;
using UnityEditor;

public class Example : MonoBehaviour { [MenuItem("AssetDatabase/loadAllAssetsAtPath")] static void Doit() { Object[] data; data = AssetDatabase.LoadAllAssetsAtPath("Assets/MyMaterial.mat");

foreach (Object o in data) { Debug.Log(o); }

// outputs: // MyClip (UnityEngine.AnimationClip) // MyMaterial (UnityEngine.Material) } }

See Also: AssetDatabase.LoadAssetAtPath.

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