Version: 2020.3
LanguageEnglish
  • C#

EditorBuildSettings.TryGetConfigObject

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Declaration

public static bool TryGetConfigObject(string name, out T result);

Parameters

name The name in string format of the config object reference to be fetched.
result The config object reference where the returned object will be stored. This must be an object of type Object.

Returns

bool Returns true if the config object reference was found and the type matched the result parameter. Returns false if the entry is not found, the config object reference is null, or if the type requested does not match the type stored.

Description

Retrieve a config object reference by name.

using UnityEngine;
using UnityEditor;
using System.IO;

public class MyConfigData : ScriptableObject { public static MyConfigData GetDefault() { //name of config data object string stringName = "com.myproject.myconfigdata"; //path to Config Object and asset name string stringPath = "Assets/myconfigdata.asset"; //used to hold config data MyConfigData data = null;

//if a config data object exists with the same name, return its config data if (EditorBuildSettings.TryGetConfigObject<MyConfigData>(stringName, out data)) return data;

//If the asset file already exists, store existing config data if (File.Exists(stringPath)) data = AssetDatabase.LoadAssetAtPath<MyConfigData>(stringPath); //if no previous config data exists if (data == null) { //show save file dialog and return user selected path name stringPath = EditorUtility.SaveFilePanelInProject("New Config File", "myconfigdata", "asset", "Select Config File Asset", "Assets"); //initialise config data object data = ScriptableObject.CreateInstance<MyConfigData>(); //create new asset from data at specified path //asset MUST be saved with the AssetDatabase before adding to EditorBuildSettings AssetDatabase.CreateAsset(data, stringPath); }

//add the new or loaded config object to EditorBuildSettings EditorBuildSettings.AddConfigObject(stringName, data, false);

return data; } }