Version: 2021.3
  • C#


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public static Object LoadMainAssetAtPath(string assetPath);


assetPath Filesystem path of the asset to load.


Returns the main asset object at assetPath.

The "main" Asset is the Asset at the root of a hierarchy (such as a Maya file which may contain multiples meshes and GameObjects).

All paths are relative to the project folder, for example: "Assets/MyTextures/hello.png".

Additional resources: AssetDatabase.LoadAssetAtPath, AssetDatabase.LoadAllAssetsAtPath, AssetDatabase.LoadAllAssetRepresentationsAtPath.

using System.Collections.Generic;
using UnityEngine;
using UnityEditor;

public class MyPlayer : MonoBehaviour { [MenuItem("AssetDatabase/Assign Materials To Models")] static void AssignGunMaterialsToModels() { var materials = new List<Material>(); //Get all the materials that have the name gun in them using LoadMainAssetAtPath foreach (var asset in AssetDatabase.FindAssets("t:Material gun")) { var path = AssetDatabase.GUIDToAssetPath(asset); materials.Add((Material)AssetDatabase.LoadMainAssetAtPath(path)); }

var materialID = 0; //Assign gun materials to their corresponding models MeshRenderer foreach (var asset in AssetDatabase.FindAssets("t:Model Gun")) { if (materialID >= materials.Count) materialID = 0; var path = AssetDatabase.GUIDToAssetPath(asset); var material = materials[materialID++]; material.shader = Shader.Find("Standard"); var modelMesh = (MeshRenderer) AssetDatabase.LoadAssetAtPath(path, typeof(MeshRenderer)); modelMesh.sharedMaterial = material; } } }