Version: 2023.1
言語: 日本語
public static void AddObjectToAsset (Object objectToAdd, string path);

パラメーター

objectToAdd 既存のアセットに追加するオブジェクト
path Filesystem path to the destination asset.

説明

path に存在するアセットに objectToAdd を追加

Please note that you should only add objects to '.asset' assets, imported models or texture objects for example will lose their data.

All paths are relative to the project folder.

Note: You can not add GameObjects; use PrefabUtility instead.

using UnityEngine;
using UnityEditor;

public class AddObjectToAssetPathExample { [MenuItem("AssetDatabase/AddObjectToAssetPathExample")] static void AddObjectToPathExample() { // Create a simple material object Material material = new Material(Shader.Find("Specular")); material.name = "My material";

// Create an instance of a simple scriptable object DummyObject dummyObject = ScriptableObject.CreateInstance<DummyObject>(); dummyObject.name = "My scriptable asset";

// Create the scriptable object asset AssetDatabase.CreateAsset(dummyObject, "Assets/dummyObject.asset");

// Get the path of the scriptable object asset string dummyObjectPath = AssetDatabase.GetAssetPath(dummyObject);

// Add the material to the scriptable object asset AssetDatabase.AddObjectToAsset(material, dummyObjectPath);

// Serializing the changes in memory to disk AssetDatabase.SaveAssets();

// Print the path of the created asset Debug.Log(AssetDatabase.GetAssetPath(dummyObject)); } }

// The DummyObject class used in the example above public class DummyObject : ScriptableObject { public string objectName = "dummy"; }

public static void AddObjectToAsset (Object objectToAdd, Object assetObject);

パラメーター

objectToAdd 既存のアセットに追加するオブジェクト
assetObject Destination asset.

説明

assetObject によって指定される既存のアセットに objectToAdd を追加

Note: Having objectToAdd on disc before calling AddObjectToAsset will generate an error (ex. trying to add "MyMaterial" to an existing asset): "Couldn't add object to asset file because the Material 'MyMaterial' is already an asset at 'Assets/MyMaterial.mat'!"

Note: You have to serialize the changes in memory to disk.
This is because assets that have been modified in memory, must be saved to disk.
Failling to do this will produce an inconsistent result warning, as in-memory modifications to the asset will be lost.

using UnityEngine;
using UnityEditor;

public class AddObjectToAssetExample { [MenuItem("AssetDatabase/AddObjectExample")] static void AddObjectExample() { // Create a simple material object Material material = new Material(Shader.Find("Specular")); material.name = "My material";

// Create an instance of a simple scriptable object DummyObject dummyObject = ScriptableObject.CreateInstance<DummyObject>(); dummyObject.name = "My scriptable asset";

// Create the scriptable object asset AssetDatabase.CreateAsset(dummyObject, "Assets/dummyObject.asset");

// Add the material to the scriptable object asset AssetDatabase.AddObjectToAsset(material, dummyObject);

// Serializing the changes in memory to disk AssetDatabase.SaveAssets();

// Print the path of the created asset Debug.Log(AssetDatabase.GetAssetPath(dummyObject)); } }

// The DummyObject class used in the example above public class DummyObject : ScriptableObject { public string objectName = "dummy"; }