Class AddressableAssetSettingsDefaultObject
Class used to get and set the default Addressable Asset settings object.
Inherited Members
ScriptableObject.SetDirty()
ScriptableObject.CreateInstance<T>()
Object.GetHashCode()
Object.Instantiate<T>(T)
Object.Instantiate<T>(T, Vector3, Quaternion)
Object.Instantiate<T>(T, Vector3, Quaternion, Transform)
Object.Instantiate<T>(T, Transform)
Object.DestroyObject(Object)
Object.FindObjectsOfType<T>()
Object.FindObjectsByType<T>(FindObjectsSortMode)
Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)
Object.FindObjectOfType<T>()
Object.FindFirstObjectByType<T>()
Object.FindAnyObjectByType<T>()
Object.FindFirstObjectByType<T>(FindObjectsInactive)
Object.FindAnyObjectByType<T>(FindObjectsInactive)
Namespace: UnityEditor.AddressableAssets
Assembly: solution.dll
Syntax
public class AddressableAssetSettingsDefaultObject : ScriptableObject
Fields
| Name | Description |
|---|---|
| kDefaultConfigAssetName | Default name for the addressable assets settings |
| kDefaultConfigFolder | The default folder for the serialized version of this class. |
| kDefaultConfigObjectName | The name of the default config object |
Properties
| Name | Description |
|---|---|
| DefaultAssetPath | Default path for addressable asset settings assets. |
| Settings | Gets the default addressable asset settings object. This will return null during editor startup if EditorApplication.isUpdating or EditorApplication.isCompiling are true. |
| SettingsExists | Used to determine if a default settings asset exists. |
Methods
| Name | Description |
|---|---|
| GetSettings(bool) | Gets the settings object with the option to create a new one if it does not exist. |