| Parameter | Description |
|---|---|
| entityId | The EntityId of the asset to check. |
bool True if AssetDatabase.OpenAsset can open the asset. Otherwise, false.
Checks whether the Unity Editor can open the asset with the specified EntityId.
Use this method to check whether calling AssetDatabase.OpenAsset would open the asset. The asset must be saved to disk. Otherwise, the method always returns false.
using UnityEditor; using UnityEditor.Callbacks; using UnityEngine;
[CreateAssetMenu(fileName = "MyObject", menuName = "ScriptableObjects/MyObject", order = 1)] public class MyObject : ScriptableObject { public string myData;
[OnOpenAsset] public static bool Open(EntityId entityId) { if (AssetDatabase.GetMainAssetTypeAtPath(AssetDatabase.GetAssetPath(entityId)) == typeof(MyObject)) { Debug.Log("Opening asset"); return true; } else return false; // This method doesn't handle opening of different asset types }
[OnOpenAsset(OnOpenAssetAttributeMode.Validate)] public static bool WillOpen(EntityId entityId) { if (AssetDatabase.GetMainAssetTypeAtPath(AssetDatabase.GetAssetPath(entityId)) == typeof(MyObject)) { // We can open MyObject asset using MyObject opening method Debug.Log("This asset can be opened by OnOpenAsset marked method"); return true; } else return false; // The passed instance doesn't belong to MyObject type asset so we won't be able to open it using opening method inside MyObject }
[MenuItem("Test/WillOpenInUnity")] public static void WillSelectionBeOpenedInUnity() { AssetDatabase.CanOpenAssetInEditor(Selection.activeObject.GetEntityId()); } }
| Parameter | Description |
|---|---|
| instanceID | The instance ID of the asset to check. |
bool True if AssetDatabase.OpenAsset can open the asset. Otherwise, false.
Checks whether the Unity Editor can open the asset with the specified instance ID.
This overload is obsolete. Use the overload that takes an EntityId instead.