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An Interface for accessing assets and performing operations on assets.
Note: This is an editor class. To use it you have to place your script in Assets/Editor inside your project folder. Editor classes are in the UnityEditor namespace so for C# scripts you need to add "using UnityEditor;" at the beginning of the script.
Contains |
Is object an asset? |
CreateFolder |
Create a new folder. |
IsMainAsset |
Is asset a main asset in the project window? |
IsSubAsset |
Is asset a sub asset? |
GenerateUniqueAssetPath |
Creates a new unique path for an asset. |
StartAssetEditing |
Begin Asset importing. This lets you group several asset imports together into one larger import. |
StopAssetEditing |
Stop Asset importing. This lets you group several asset imports together into one larger import. |
ValidateMoveAsset |
Checks if an asset file can be moved from one folder to another. (Without actually moving the file) |
MoveAsset |
Move an asset file from one folder to another. |
RenameAsset |
Rename an asset file. |
MoveAssetToTrash |
Moves the asset at path to the trash. |
DeleteAsset |
Deletes the asset file at path. |
ImportAsset |
Import asset at path. |
CopyAsset |
Duplicates the asset at path and stores it at newPath |
WriteImportSettingsIfDirty |
Writes the import settings to disk. |
CreateAsset |
Creates a new asset at path. |
AddObjectToAsset |
Adds objectToAdd to an existing asset at path. |
GetAssetPath |
Returns the path name relative to the project folder where the asset is stored |
GetAssetOrScenePath |
Returns the path name relative to the project folder where the asset is stored |
GetTextMetaDataPathFromAssetPath |
Gets the path to the text .meta file associasted with an asset |
LoadAssetAtPath |
Returns the first asset object of type type at given path assetPath. |
LoadMainAssetAtPath |
Returns the main asset object at assetPath. |
LoadAllAssetRepresentationsAtPath |
Returns all asset representations at assetPath. |
LoadAllAssetsAtPath |
Returns an array of all asset objects at assetPath. |
Refresh |
Import any changed assets. |
OpenAsset |
Opens the asset with associated application. |
AssetPathToGUID |
Get the GUID for the asset at path |
GUIDToAssetPath |
Translate a GUID to its current asset path |
SaveAssets |
Writes all unsaved asset changes to disk. |
GetCachedIcon |
Retrieves an icon for the asset at the given asset path. |
SetLabels |
Replaces that list of labels on an asset. |
GetLabels |
Returns all labels attached to a given asset. |
ClearLabels |
Removes all labels attached to an asset. |
GetDependencies |
Given an asset pathName, returns the list of all assets it depends on. |
ExportPackage |
Exports the assets identified by assetPathNames to a unitypackage file in fileName. |
ImportPackage |
Imports package at packagePath into the current project. |
IsOpenForEdit |
Use IsOpenForEdit to determine if the asset is open for edit by the version control. |