Use case: Manage an asset's association to collections
You can use the Unity Cloud Assets package to:
- List the collections an asset belongs to.
- Add and remove an asset from a collection.
The SDK supports different workflows for users with different roles.
Organization or Asset Manager Project role | List an asset's collections | Add/remove assets in collections |
---|---|---|
Asset Management Viewer |
yes | no |
Asset Management Consumer |
yes | no |
Asset Management Contributor |
yes | yes |
Organization Owner |
yes | yes |
Before you start
Before you start, you need some assets in the cloud. There are several ways to do so:
- You can create assets through the Get started with Assets.
- You can create assets through the dashboard, see the Managing assets on the dashboard documentation.
How do I...?
List the collections of an asset
By default, an asset's collections are not included when you get an asset. To fetch the collections of an asset:
- Open the
AssetManagementBehaviour
script you created. - Add the following code to the end of the class:
public IEnumerable<CollectionPath> Collections { get; private set; } = Array.Empty<CollectionPath>();
public async Task RefreshAssetCollections()
{
Collections = Array.Empty<CollectionPath>();
var collectionsAsync = CurrentAsset.ListLinkedAssetCollectionsAsync(Range.All, CancellationToken.None);
var collections = new List<CollectionPath>();
await foreach (var collection in collectionsAsync)
{
collections.Add(collection.Path);
}
Collections = collections.ToArray();
}
The code snippet populates a list of the collections of the selected asset.
Remove an asset from a collection
To remove an asset from a collection:
- Open the
AssetManagementBehaviour
script you created. - Add the following code to the end of the class:
public async Task RemoveAssetFromCollectionAsync(CollectionPath collectionPath)
{
var collection = await CurrentProject.GetCollectionAsync(collectionPath, default);
if (collection == null)
{
Debug.LogError($"Collection {collectionPath} not found.");
return;
}
await collection.UnlinkAssetsAsync(new[] {CurrentAsset}, default);
await RefreshAssetCollections();
Debug.Log("Asset removed from collection.");
}
The code snippet does the following:
- Removes the selected asset from the specified collection.
- Updates the list of collections of the selected asset.
- Prints a message to the console on success.
Add the UI for viewing and creating collections
To create UI for displaying asset collections, follow these steps:
- In your Unity Project window, go to Assets > Scripts.
- Select and hold the
Assets/Scripts
folder. - Go to Create > C# Script. Name your script
UseCaseAssetCollectionExampleUI
. - Open the
UseCaseAssetCollectionExampleUI
script you created and replace the contents of the file with the following code sample:
using System;
using System.Collections.Generic;
using System.Threading;
using System.Threading.Tasks;
using Unity.Cloud.Assets;
using UnityEngine;
public class UseCaseAssetCollectionExampleUI : IAssetManagementUI
{
readonly AssetManagementBehaviour m_Behaviour;
public UseCaseAssetCollectionExampleUI(AssetManagementBehaviour behaviour)
{
m_Behaviour = behaviour;
}
public void OnGUI() { }
}
- In the same script, replace the
OnGUI
function with the following code:
IAsset m_CurrentAsset;
public void OnGUI()
{
if (!m_Behaviour.IsProjectSelected) return;
if (m_Behaviour.CurrentAsset == null)
{
GUILayout.Label(" ! No asset selected !");
return;
}
if (m_CurrentAsset != m_Behaviour.CurrentAsset)
{
m_CurrentAsset = m_Behaviour.CurrentAsset;
_ = m_Behaviour.RefreshAssetCollections();
}
GUILayout.BeginVertical();
if (GUILayout.Button("Refresh asset collections"))
{
_ = m_Behaviour.RefreshAssetCollections();
}
GUILayout.Label("Collections:");
if (m_Behaviour.Collections != null)
{
foreach (var collection in m_Behaviour.Collections)
{
DisplayAssetCollections(collection);
}
}
GUILayout.EndVertical();
}
void DisplayAssetCollections(CollectionPath collectionPath)
{
GUILayout.BeginHorizontal();
GUILayout.Label($"{collectionPath}");
if (GUILayout.Button("Remove asset"))
{
_ = m_Behaviour.RemoveAssetFromCollectionAsync(collectionPath);
}
GUILayout.EndHorizontal();
}
- Open the
AssetManagementUI
script you created and replace the contents of theAwake
function with the following code:
m_UI.Add(new OrganizationSelectionExampleUI(m_Behaviour));
m_UI.Add(new ProjectSelectionExampleUI(m_Behaviour));
m_UI.Add(new AssetSelectionExampleUI(m_Behaviour));
m_UI.Add(new UseCaseAssetCollectionExampleUI(m_Behaviour));
The code snippet displays the following UI elements:
- A UI button to refresh the selected asset's collections.
- A list of the selected asset's collections.
- A UI button beside each collection to remove the selected asset from it.