| Parameter | Description |
|---|---|
| obj | The asset object to check. |
bool True if the asset is part of another asset. Otherwise, false.
Checks whether an asset object is part of another asset.
Some assets are stored inside another asset. For example, a procedural material can be part of a material package. Use this method to find out whether an asset is stored 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)); } }
| Parameter | Description |
|---|---|
| entityId | The EntityId of the asset to check. |
bool True if the asset is part of another asset. Otherwise, false.
Checks whether the asset with the specified EntityId is part of another asset.
Some assets are stored inside another asset. For example, a procedural material can be part of a material package. Use this method to find out whether an asset is stored this way.
| Parameter | Description |
|---|---|
| instanceID | The instance ID of the asset to check. |
bool True if the asset is part of another asset. Otherwise, false.
Checks whether the asset with the specified instance ID is part of another asset.
This overload is obsolete. Use the overload that takes an EntityId instead.