| Parameter | Description |
|---|---|
| obj | The asset object to check. |
bool
True if the object corresponds to a file in the Assets folder. Otherwise, false.
Checks whether an object is an asset.
An object is an asset if it's stored in a file in the Assets folder of the project. Objects that only exist in memory, such as GameObjects in a scene, aren't assets.
using UnityEditor; using UnityEngine;
public class AssetDatabaseExamples : MonoBehaviour { [MenuItem("AssetDatabase/Contains Example")] static void ContainsExample() { //Material is created in memory and the Asset Database does not know about it var material = new Material(Shader.Find("Specular")); Debug.Log(AssetDatabase.Contains(material)); //Output will be false //Material is then saved to disk as an asset and therefore Asset Database knows that it exists AssetDatabase.CreateAsset(material, "Assets/Materials/MyMaterial.mat"); Debug.Log(AssetDatabase.Contains(material)); //Output will be true } }
| Parameter | Description |
|---|---|
| entityId | The EntityId of the asset to check. |
bool
True if the object corresponds to a file in the Assets folder. Otherwise, false.
Checks whether the object with the specified EntityId is an asset.
An object is an asset if it's stored in a file in the Assets folder of the project. Objects that only exist in memory, such as GameObjects in a scene, aren't assets.
| Parameter | Description |
|---|---|
| instanceID | The instance ID of the asset to check. |
bool
True if the object corresponds to a file in the Assets folder. Otherwise, false.
Checks whether the object with the specified instance ID is an asset.
This overload is obsolete. Use the overload that takes an EntityId instead.