objectToAdd | Object to add to the existing asset. |
path | Filesystem path to the asset. |
Adds objectToAdd
to an existing asset at path
.
All paths are relative to the project folder, for example: "Assets/MyTextures/hello.png".
Tenga en cuenta:
You can not add GameObjects; use PrefabUtility instead.
using UnityEngine; using UnityEditor;
public class CreateMaterialExample : MonoBehaviour { [MenuItem("GameObject/Create Material")] static void CreateMaterial() { // Create a simple material asset
Material material = new Material(Shader.Find("Specular")); AssetDatabase.CreateAsset(material, "Assets/MyMaterial.mat");
// Add an animation clip to it AnimationClip animationClip = new AnimationClip(); animationClip.name = "My Clip"; AssetDatabase.AddObjectToAsset(animationClip, material);
// Reimport the asset after adding an object. // Otherwise the change only shows up when saving the project AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(animationClip));
// Print the path of the created asset Debug.Log(AssetDatabase.GetAssetPath(material)); } }
Adds objectToAdd
to an existing asset identified by assetObject
.
Tenga en cuenta:
You can not add GameObjects; use PrefabUtility instead.
using UnityEngine; using UnityEditor;
public class CreateMaterialExample : MonoBehaviour { [MenuItem("GameObject/Create Material")] static void CreateMaterial() { // Create a simple material asset
Material material = new Material(Shader.Find("Specular")); AssetDatabase.CreateAsset(material, "Assets/MyMaterial.mat");
// Add an animation clip to it AnimationClip animationClip = new AnimationClip(); animationClip.name = "My Clip"; AssetDatabase.AddObjectToAsset(animationClip, material);
// Reimport the asset after adding an object. // Otherwise the change only shows up when saving the project AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(animationClip));
// Print the path of the created asset Debug.Log(AssetDatabase.GetAssetPath(material)); } }