Version: Unity 6.1 Alpha (6000.1)
LanguageEnglish
  • C#

Editor.RenderStaticPreview

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Declaration

public Texture2D RenderStaticPreview(string assetPath, Object[] subAssets, int width, int height);

Parameters

assetPath The asset to operate on.
subAssets An array of all Assets at assetPath.
width Width of the created texture.
height Height of the created texture.

Returns

Texture2D Generated texture or null.

Description

Override this method if you want to render a static preview.

When overridden RenderStaticPreview can be used to render a list of assets converted into a single texture. This function will need user supplied source code that can merge the assets together. The size of the create texture can be supplied by the provided width and height.
If null is returned the builtin icon for the class type is used.

// Render the provided asset texture into an Inspector thumbnail.
using UnityEngine;
using System.Collections;
using UnityEditor;

using System.IO;

public class Example : ScriptableObject { public Texture2D PreviewIcon; }

[CustomEditor(typeof(Example))] public class ExampleEditor : UnityEditor.Editor { public static void CreateAsset<Example>() where Example : ScriptableObject { Example asset = ScriptableObject.CreateInstance<Example>();

string path = AssetDatabase.GetAssetPath(Selection.activeObject);

if (path == "") { path = "Assets"; } else if (Path.GetExtension(path) != "") { path = path.Replace(Path.GetFileName(AssetDatabase.GetAssetPath(Selection.activeObject)), ""); }

string assetPathAndName = AssetDatabase.GenerateUniqueAssetPath(path + "/New " + typeof(Example).ToString() + ".asset");

AssetDatabase.CreateAsset(asset, assetPathAndName); AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); EditorUtility.FocusProjectWindow(); Selection.activeObject = asset; }

[MenuItem("Examples/RenderStaticPreview example")] public static void CreateAsset() { CreateAsset<Example>(); }

public override void OnInspectorGUI() { Example e = (Example)target;

EditorGUI.BeginChangeCheck();

// Example has a single arg called PreviewIcon which is a Texture2D e.PreviewIcon = (Texture2D) EditorGUILayout.ObjectField( "Thumbnail", // string e.PreviewIcon, // Texture2D typeof(Texture2D), // Texture2D object, of course false // allowSceneObjects );

if (EditorGUI.EndChangeCheck()) { EditorUtility.SetDirty(e); AssetDatabase.SaveAssets(); Repaint(); } }

public override Texture2D RenderStaticPreview(string assetPath, Object[] subAssets, int width, int height) { Example example = (Example)target;

if (example == null || example.PreviewIcon == null) return null;

// example.PreviewIcon must be a supported format: ARGB32, RGBA32, RGB24, // Alpha8 or one of float formats Texture2D tex = new Texture2D (width, height); EditorUtility.CopySerialized (example.PreviewIcon, tex);

return tex; } }