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CloseobjectToAdd | Object to add to the existing asset. |
path | Filesystem path to the asset. |
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.
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)); } }
Adds objectToAdd
to an existing asset identified by assetObject
.
Note:
You can not add GameObjects; use PrefabUtility instead.
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)); } }