AssetDatabase.AddObjectToAsset
static function AddObjectToAsset(objectToAdd: Object, assetPath: string): void;
static void AddObjectToAsset(Object objectToAdd, string assetPath);
static def AddObjectToAsset(objectToAdd as Object, assetPath as string) as void
Parameters

objectToAdd Object to add to the existing asset.
assetPath Filesystem path to the asset.
Description

Adds objectToAdd to an existing asset at path.

Please note that you should only add assets to '.asset' assets, imported models or texture assets for example will lose their data.

All paths are relative to the project folder, for example: "AssetsMyTextureshello.png".
	@MenuItem("GameObject/Create Material")
	static function CreateMaterial () {
		// Create a simple material asset
		var material = new Material (Shader.Find("Specular"));
		AssetDatabase.CreateAsset(material, "Assets/MyMaterial.mat");

// Add an animation clip to it var animationClip = new AnimationClip (); animationClip.name = "My Clip"; AssetDatabase.AddObjectToAsset(animationClip, material);

// Reimport the asset after adding an object. // Otherwise the change only shows up when saving the project AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(animationClip));

// Print the path of the created asset Debug.Log(AssetDatabase.GetAssetPath(material)); }
static function AddObjectToAsset(objectToAdd: Object, assetObject: Object): void;
static void AddObjectToAsset(Object objectToAdd, Object assetObject);
static def AddObjectToAsset(objectToAdd as Object, assetObject as Object) as void
Description

Adds objectToAdd to an existing asset identified by assetObject.

Please note that you should only add assets to '.asset' files, imported models or texture assets for example will lose their data when reimporting or quitting Unity.
	@MenuItem("GameObject/Create Material")
	static function CreateMaterial () {
		// Create a simple material asset
		var material = new Material (Shader.Find("Specular"));
		AssetDatabase.CreateAsset(material, "Assets/MyMaterial.mat");

// Add an animation clip to it var animationClip = new AnimationClip (); animationClip.name = "My Clip"; AssetDatabase.AddObjectToAsset(animationClip, material);

// Reimport the asset after adding an object. // Otherwise the change only shows up when saving the project AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(animationClip));

// Print the path of the created asset Debug.Log(AssetDatabase.GetAssetPath(material)); }