Version: 2022.2
LanguageEnglish
  • C#

AssetDatabase.IsMainAssetAtPathLoaded

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Declaration

public static bool IsMainAssetAtPathLoaded(string assetPath);

Parameters

assetPath Filesystem path of the asset to load.

Description

Returns true if the main asset object at assetPath is loaded in memory.

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

See Also: AssetDatabase.LoadMainAssetAtPath, Resources.UnloadAsset, EditorUtility.UnloadUnusedAssetsImmediate.

using UnityEditor;
using UnityEngine;

public class AssetDatabaseExamples : MonoBehaviour { [MenuItem("AssetDatabase/Is Main Asset At Path Loaded")] static void IsMainAssetAtPathLoadedExample() { //Create a material and unload it var materialPath = "Assets/Materials/NewMat0.mat"; var material = new Material(Shader.Find("Standard")); AssetDatabase.CreateAsset(material, materialPath); Resources.UnloadAsset(material);

//This will be false Debug.Log(AssetDatabase.IsMainAssetAtPathLoaded(materialPath)); //Load material into memory AssetDatabase.LoadAssetAtPath(materialPath, typeof(Object)); //This will be true Debug.Log(AssetDatabase.IsMainAssetAtPathLoaded(materialPath)); } }