| Parameter | Description |
|---|---|
| obj | A Unity Object that has been serialized to disk as part of an Asset. Objects inside Scenes cannot be referenced by LoadableObjectId. |
LoadableObjectId A LoadableObjectId that points to the specified object, or an empty LoadableObjectId if obj is null or if it does not belong to a persisted asset.
Creates a LoadableObjectId from a Object that can be used for on-demand loading.
| Parameter | Description |
|---|---|
| entityId | The EntityId of a Unity Object that has been serialized to disk as part of an Asset. Objects inside Scenes cannot be referenced by LoadableObjectId. |
LoadableObjectId A LoadableObjectId that points to the specified object.
Creates a LoadableObjectId from an EntityId.
| Parameter | Description |
|---|---|
| guid | The GUID of the asset file containing the object. |
| fileType | The FileIdentifierType indicating whether this is a source asset, primary artifact, or non-asset reference. |
| localId | The local file identifier of the object within the asset. |
LoadableObjectId A LoadableObjectId constructed from the specified components.
Creates a LoadableObjectId from its component parts.
This method is the inverse of LoadableObjectIdEditorUtility.TryDeconstructLoadableObjectId: it reconstructs a
LoadableObjectId from the GUID, file identifier type, and local file identifier.
Use LoadableObjectIdEditorUtility.CreateLoadableObjectId or LoadableObjectIdEditorUtility.CreateLoadableObjectId when
constructing a reference from a live Object; use this overload only when the
component parts are already known (for example, when persisting and restoring a reference in tooling).
Additional resources: LoadableObjectIdEditorUtility.TryDeconstructLoadableObjectId, GlobalObjectId