| Parameter | Description |
|---|---|
| obj | The asset object to query. |
| instanceID | Instance ID of the asset object to query. |
| entityId | The EntityID of the asset object to query. |
bool True if the asset is part of another asset, otherwise false.
Checks whether the asset is part of another asset.
Some assets may form part of another asset (for example, a procedural material can be part of a material package). This method determines whether an asset is subordinated in this way.
using UnityEditor; using UnityEngine; public class Scriptable : ScriptableObject { }
public class AssetDatabaseExamples : MonoBehaviour { [MenuItem("AssetDatabase/Is Sub Asset Example")] static void IsSubAssetExample() { var materialAsset = new Material(Shader.Find("Standard")); //materialAsset is still in memory, therefore this will be False Debug.Log(AssetDatabase.IsSubAsset(materialAsset));
//Create a Scriptable object var scriptableAssetPath = "Assets/ScriptableObjects/NewObject.asset"; var mainAsset = ScriptableObject.CreateInstance<Scriptable>(); AssetDatabase.CreateAsset(mainAsset, scriptableAssetPath);
//Add the Material Asset to the Scriptable object, so that the Material becomes a Sub Asset of the Scriptable object AssetDatabase.AddObjectToAsset(materialAsset, scriptableAssetPath); AssetDatabase.SaveAssets();
//This will be True because the Material asset has been added to the mainAsset and is now a Sub Asset Debug.Log(AssetDatabase.IsSubAsset(materialAsset)); } }