Method SetEditorAsset
SetEditorAsset(Object)
Sets the main asset on the AssetReference. Only valid in the editor, this sets both the editorAsset attribute,
and the internal asset GUID, which drives the RuntimeKey attribute. If the reference uses a sub object,
then it will load the editor asset during edit mode and load the sub object during runtime. For example, if
the AssetReference is set to a sprite within a sprite atlas, the editorAsset is the atlas (loaded during edit mode)
and the sub object is the sprite (loaded during runtime). If called by AssetReferenceT, will set the editorAsset
to the requested object if the object is of type T, and null otherwise.
Object to reference
Declaration
public virtual bool SetEditorAsset(Object value)
Parameters
Type |
Name |
Description |
Object |
value |
|
Returns