Version: 2017.4
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AssetDatabase.LoadAllAssetRepresentationsAtPath

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

Description

Returns all sub Assets at assetPath.

This function only returns sub Assets that are visible in the Project view.
All paths are relative to the project folder, for example: "Assets/MyTextures/hello.png"

Note: Sub Assets can be added explicitly via AssetDatabase.AddObjectToAsset
See Also: AssetDatabase.LoadMainAssetAtPath, AssetDatabase.LoadAllAssetsAtPath, HideFlags.HideInHierarchy.

#pragma strict
public class Example extends MonoBehaviour {
	@MenuItem("AssetDatabase/LoadAllAssetRepresentationsAtPath")
	private static function PrintSubAssets() {
		var data: Object[] = AssetDatabase.LoadAllAssetRepresentationsAtPath("Assets/MySpriteTexture.png");
		Debug.Log(data.Length + " Sub Assets");
		for (var o: Object in data) {
			Debug.Log(o);
		}
		//  MyTexture_3 (UnityEngine.Sprite)
	}
}
using UnityEngine;
using UnityEditor;

public class Example : MonoBehaviour { [MenuItem("AssetDatabase/LoadAllAssetRepresentationsAtPath")] private static void PrintSubAssets() { Object[] data = AssetDatabase.LoadAllAssetRepresentationsAtPath("Assets/MySpriteTexture.png");

Debug.Log(data.Length + " Sub Assets");

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

// outputs: // 4 Sub Assets // MyTexture_0 (UnityEngine.Sprite) // MyTexture_1 (UnityEngine.Sprite) // MyTexture_2 (UnityEngine.Sprite) // MyTexture_3 (UnityEngine.Sprite) } }