Use case: Modify the accepted values of field definitions in an organization
You can use the Unity Cloud Assets package to add and remove accepted values for field definitions of the Selection
type.
Note
To update accepted values of field definitions in an organization, you need the Asset Manager Admin
role at the organization level.
Before you start
Before you start, do the following:
Set up a Unity scene in the Unity Editor with an Organization and Project browser. Read more about setting up a Unity scene.
Create assets in Unity Cloud any of the following ways:
How do I...?
List and select the field definitions in an organization
To list the existing field definitions in an organization, follow these steps:
- Open the
AssetManagementBehaviour
script that you created as described in Get started with Asset SDK. - Add the following code to the end of the class:
public List<ISelectionFieldDefinition> FieldDefinitions { get; set; }
public ISelectionFieldDefinition CurrentFieldDefinition { get; private set; }
public bool IsLocked { get; private set; }
public async Task GetFieldDefinitionsAsync()
{
FieldDefinitions = new List<ISelectionFieldDefinition>();
CurrentFieldDefinition = null;
var searchFilter = new FieldDefinitionSearchFilter();
searchFilter.Deleted.WhereEquals(false);
var asyncList = PlatformServices.AssetRepository.QueryFieldDefinitions(CurrentOrganization.Id)
.SelectWhereMatchesFilter(searchFilter)
.ExecuteAsync(CancellationToken.None);
await foreach (var fieldDefinition in asyncList)
{
if (fieldDefinition.Type != FieldDefinitionType.Selection) continue;
FieldDefinitions.Add(fieldDefinition.AsSelectionFieldDefinition());
}
}
public void SetCurrentFieldDefinition(ISelectionFieldDefinition fieldDefinition)
{
CurrentFieldDefinition = fieldDefinition;
}
The code snippet does the following:
- Fills a list of field definitions of the
Selection
type for the selected organization. - Holds a reference to the selected field.
Modify the accepted values of a field definition
To modify the accepted values of a field definition, follow these steps:
- Open the
AssetManagementBehaviour
script that you created as described in Get started with Asset SDK. - Add the following code to the end of the class:
public async Task AddAcceptedValueAsync(params string[] values)
{
IsLocked = true;
await CurrentFieldDefinition.AddSelectionValuesAsync(values, CancellationToken.None);
Debug.Log("Added accepted values.");
IsLocked = false;
}
public async Task RemoveAcceptedValuesAsync(params string[] values)
{
IsLocked = true;
await CurrentFieldDefinition.RemoveSelectionValuesAsync(values, CancellationToken.None);
Debug.Log("Removed accepted values.");
IsLocked = false;
}
The code snippet does the following:
- Exposes a method to add a new value to the selected field definition.
- Exposes a method to remove a value from the selected field definition.
Add a UI for listing and modifying field definitions
To create a UI for listing and managing field definitions, 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
UseCaseFieldDefinitionsModifyAcceptedValuesExampleUI
. - Open the
UseCaseFieldDefinitionsModifyAcceptedValuesExampleUI
script that you created in the previous step and replace the contents of the file with the following code sample:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
using Unity.Cloud.Assets;
using Unity.Cloud.Identity;
using UnityEngine;
public class UseCaseFieldDefinitionsModifyAcceptedValuesExampleUI : IAssetManagementUI
{
readonly AssetManagementBehaviour m_Behaviour;
public UseCaseFieldDefinitionsModifyAcceptedValuesExampleUI(AssetManagementBehaviour behaviour)
{
m_Behaviour = behaviour;
}
public void OnGUI() { }
}
- In the same script, replace the
OnGUI
function with the following code:
IOrganization m_CurrentOrganization;
Vector2 m_FieldsScrollPosition;
public void OnGUI()
{
if (!m_Behaviour.IsOrganizationSelected) return;
if (m_CurrentOrganization != m_Behaviour.CurrentOrganization)
{
m_CurrentOrganization = m_Behaviour.CurrentOrganization;
m_Behaviour.SetCurrentFieldDefinition(null);
m_Behaviour.FieldDefinitions = null;
}
GUILayout.BeginVertical();
// Go back to select a different scene.
if (GUILayout.Button("Back"))
{
m_Behaviour.SetSelectedOrganization(null);
return;
}
if (GUILayout.Button("Refresh", GUILayout.Width(60)) || m_Behaviour.FieldDefinitions == null)
{
_ = m_Behaviour.GetFieldDefinitionsAsync();
}
GUILayout.EndVertical();
GUILayout.BeginVertical();
GUILayout.Label("Fields:");
ListFieldDefinitions(m_Behaviour.FieldDefinitions?.ToArray() ?? Array.Empty<ISelectionFieldDefinition>());
GUILayout.EndVertical();
GUILayout.BeginVertical();
if (m_Behaviour.CurrentFieldDefinition == null)
{
GUILayout.Label(" ! No field selected !");
}
else
{
DisplayFieldDefinition();
}
GUILayout.EndVertical();
}
void ListFieldDefinitions(IReadOnlyList<ISelectionFieldDefinition> fields)
{
if (fields.Count == 0)
{
GUILayout.Label(" ! No fields !");
}
else
{
m_FieldsScrollPosition = GUILayout.BeginScrollView(m_FieldsScrollPosition, GUILayout.MinWidth(Screen.width * 0.2f), GUILayout.Height(Screen.height * 0.8f));
for (var i = 0; i < fields.Count; ++i)
{
GUILayout.BeginHorizontal();
GUILayout.Label(fields[i].Descriptor.FieldKey);
if (GUILayout.Button("Select", GUILayout.Width(60)))
{
m_Behaviour.SetCurrentFieldDefinition(fields[i]);
}
GUILayout.EndHorizontal();
}
GUILayout.EndScrollView();
}
}
string m_NewValue = string.Empty;
void DisplayFieldDefinition()
{
GUI.enabled = !m_Behaviour.IsLocked;
var acceptedValues = m_Behaviour.CurrentFieldDefinition.AcceptedValues.ToArray();
foreach (var value in acceptedValues)
{
GUILayout.BeginHorizontal();
GUILayout.Label(value);
if (GUILayout.Button("Remove"))
{
_ = m_Behaviour.RemoveAcceptedValuesAsync(value);
}
GUILayout.EndHorizontal();
}
GUILayout.Space(15f);
GUILayout.BeginHorizontal();
m_NewValue = GUILayout.TextField(m_NewValue);
GUI.enabled = !string.IsNullOrEmpty(m_NewValue) && !acceptedValues.Contains(m_NewValue);
if (GUILayout.Button("Add"))
{
_ = m_Behaviour.AddAcceptedValueAsync(m_NewValue.Split(',').Select(x => x.Trim()).ToArray());
m_NewValue = string.Empty;
}
GUILayout.EndHorizontal();
GUI.enabled = true;
}
- Open the
AssetManagementUI
script that you created as described in Get started with Asset SDK and replace the contents of theAwake
function with the following code:
m_UI.Add(new OrganizationSelectionExampleUI(m_Behaviour));
m_UI.Add(new UseCaseFieldDefinitionsModifyAcceptedValuesExampleUI(m_Behaviour));
The code snippet does the following:
- Displays a list of the selected organization's field definitions. Next to each field definition displays a Select UI button.
- When you select a field definition, additional UI elements list the field definition's accepted values.