Legacy Documentation: Version 5.2
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

EditorUtility.SaveFilePanelInProject

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

Sumbission failed

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

Close

Cancel

Switch to Manual
public static function SaveFilePanelInProject(title: string, defaultName: string, extension: string, message: string): string;
public static string SaveFilePanelInProject(string title, string defaultName, string extension, string message);

Parameters

Description

Displays the "save file" dialog in the Assets folder of the project and returns the selected path name.

See Also: SaveFilePanel function.


Save File panel in project.

	// Opens a file selection dialog for a PNG file and saves a selected texture to the file.

import System.IO;

@MenuItem("Examples/Save Texture to file") static function Apply () { var texture : Texture2D = Selection.activeObject as Texture2D;

if(!texture) { EditorUtility.DisplayDialog("Select Texture", "You Must Select a Texture first!", "Ok"); return; }

var path = EditorUtility.SaveFilePanelInProject("Save texture as PNG", texture.name + ".png", "png", "Please enter a file name to save the texture to"); if(path.Length != 0) { // Convert the texture to a format compatible with EncodeToPNG if(texture.format != TextureFormat.ARGB32 && texture.format != TextureFormat.RGB24) { var newTexture = Texture2D(texture.width, texture.height); newTexture.SetPixels(texture.GetPixels(0),0); texture = newTexture; } var pngData = texture.EncodeToPNG(); if(pngData != null) { File.WriteAllBytes(path, pngData); // As we are saving to the asset folder, tell Unity to scan for modified or new assets AssetDatabase.Refresh(); } } }