assetPath | 読み込むアセットのファイルシステム上のパス |
assetPath
のメインアセットオブジェクトを返します。
すべてのパスは、例えば "Assets/MyTextures/hello.png" のような Project フォルダーに対する相対パスです。
See Also: AssetDatabase.LoadAssetAtPath, AssetDatabase.LoadAllAssetsAtPath, AssetDatabase.LoadAllAssetRepresentationsAtPath.
using System.Collections.Generic; using UnityEngine; using UnityEditor;
public class MyPlayer : MonoBehaviour { [MenuItem("AssetDatabase/AssignMaterialsToModels")] static void AssignGunMaterialsToModels() { //Get all the materials that have the name gun in them using LoadMainAssetAtPath var materials = new List<Material>(); foreach (var asset in AssetDatabase.FindAssets("t:Material gun")) { var path = AssetDatabase.GUIDToAssetPath(asset); materials.Add((Material)AssetDatabase.LoadMainAssetAtPath(path)); }
var materialID = 0; //Assign gun materials to their corresponding models MeshRenderer foreach (var asset in AssetDatabase.FindAssets("t:Model Gun")) { if (materialID >= materials.Count) materialID = 0; var path = AssetDatabase.GUIDToAssetPath(asset); var material = materials[materialID++]; material.shader = Shader.Find("Standard"); var modelMesh = (MeshRenderer) AssetDatabase.LoadAssetAtPath(path, typeof(MeshRenderer)); modelMesh.sharedMaterial = material; } } }