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EditorUtility.SaveFolderPanel

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public static function SaveFolderPanel(title: string, folder: string, defaultName: string): string;
public static string SaveFolderPanel(string title, string folder, string defaultName);

Parameters

Description

Displays the "save folder" dialog and returns the selected path name.

See Also: SaveFilePanel, OpenFilePanel functions.


Save Folder Panel.

no example available in JavaScript
using UnityEngine;
using UnityEditor;
using System.IO;

public class SaveFolderPanelExample : EditorWindow { [MenuItem( "Example/Save Textures To Folder" )] static void Apply( ) { Object[] textures = Selection.GetFiltered( typeof(Texture2D), SelectionMode.Unfiltered ); if( textures.Length == 0 ) { EditorUtility.DisplayDialog( "Select Textures", "You must select at least one texture first!", "OK" ); return; }

string path = EditorUtility.SaveFolderPanel( "Save textures to folder", "", "" ); if( path.Length != 0 ) { foreach( Texture2D texture in textures ) { Texture2D processedTex = texture;

// Convert the texture to a format compatible with EncodeToPNG if( texture.format != TextureFormat.ARGB32 && texture.format != TextureFormat.RGB24 ) { Texture2D newTexture = new Texture2D( texture.width, texture.height ); newTexture.SetPixels( texture.GetPixels( 0 ), 0 ); processedTex = newTexture; }

byte[] pngData = processedTex.EncodeToPNG( ); if( pngData != null ) File.WriteAllBytes( path + "/" + texture.name + ".png", pngData ); else Debug.Log( "Could not convert " + texture.name + " to png. Skipping saving texture." ); }

// Just in case we are saving to the asset folder, tell Unity to scan for modified or new assets AssetDatabase.Refresh( ); } }

}