Version: 2022.2
LanguageEnglish
  • C#

AssetDatabase.SetMainObject

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Declaration

public static void SetMainObject(Object mainObject, string assetPath);

Parameters

mainObject The object to become the main object.
assetPath Path to the asset file.

Description

Specifies which object in the asset file should become the main object after the next import.

All other objects in the asset become children of the main object. NOTE: This function modifies the importer object, not the asset itself. The next import reflects the change in the imported asset.

using UnityEditor;
using UnityEngine;

public class Scriptable : ScriptableObject { } public class AssetDatabaseExamples : MonoBehaviour { [MenuItem("AssetDatabase/Set Main Object Example")] public static void SetMainObjectExample() { //Create a Scriptable Object and a Material var materialAsset = new Material(Shader.Find("Standard")); var scriptableAssetPath = "Assets/ScriptableObjects/NewObject.asset"; var mainAsset = ScriptableObject.CreateInstance<Scriptable>(); AssetDatabase.CreateAsset(mainAsset, scriptableAssetPath);

//Add the Material to the Scriptable Object AssetDatabase.AddObjectToAsset(materialAsset, scriptableAssetPath); AssetDatabase.SaveAssets();

//Set the Material to be the main Object and import it AssetDatabase.SetMainObject(materialAsset, scriptableAssetPath); AssetDatabase.ImportAsset(scriptableAssetPath); } }