class in UnityEngine
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Represents a raw text or binary file asset.
You can use raw text files in your project as assets and get their contents through
this class. For more information, see text.
You can access the file as a raw byte array to access data from binary files. For more information on how to access data from binary files, see bytes and GetData.
For more information about importing text or binary files into your project as Text Assets, see Text Asset.
|bytes||The raw bytes of the text asset. (Read Only)|
|dataSize||The size of the text asset data in bytes. (Read Only)|
|text||The text contents of the file as a string. (Read Only)|
|TextAsset||Create a new TextAsset with the specified text contents.This constructor creates a TextAsset, which is not the same as a plain text file. When saved to disk using the AssetDatabase class, the TextAsset should be saved with the .asset extension.|
|hideFlags||Should the object be hidden, saved with the Scene or modifiable by the user?|
|name||The name of the object.|
|GetInstanceID||Gets the instance ID of the object.|
|Destroy||Removes a GameObject, component or asset.|
|DestroyImmediate||Destroys the object obj immediately. You are strongly recommended to use Destroy instead.|
|DontDestroyOnLoad||Do not destroy the target Object when loading a new Scene.|
|FindAnyObjectByType||Retrieves any active loaded object of Type type.|
|FindFirstObjectByType||Retrieves the first active loaded object of Type type.|
|FindObjectOfType||Returns the first active loaded object of Type type.|
|FindObjectsByType||Retrieves a list of all loaded objects of Type type.|
|FindObjectsOfType||Gets a list of all loaded objects of Type type.|
|Instantiate||Clones the object original and returns the clone.|
|bool||Does the object exist?|
|operator !=||Compares if two objects refer to a different object.|
|operator ==||Compares two object references to see if they refer to the same object.|