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) } }
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