scriptableObjects | The array of ScriptableObject to contain the ScriptableObjects referenced by the sprite. |
uint Returns the number of ScriptableObjects retrieved.
Retrieves an array of ScriptableObject referenced by the sprite.
If the size of the arrays passed in as parameters are less than the number of ScriptableObject referenced by the sprite, the arrays will not be resized and the results will be limited.
If the size of the arrays passed in as parameters are bigger than the number of ScriptableObject referenced by the sprite, the number of elements used in the array will be indicated by the return value of the method.
The following is an example usage of adding, getting and removing ScriptableObjects reference to a sprite.
using UnityEngine;
/* * Creates a custom ScriptableObject and attaches it * to a Sprite. The ScriptableObject is then removed after * the first Update loop so that the messages are only printed once. */
// A custom ScriptableObject to hold any custom data. public class MyScriptableObject : ScriptableObject { public string myCustomData; }
public class Sample : MonoBehaviour { Sprite m_Sprite; void Start() { var customData = ScriptableObject.CreateInstance<MyScriptableObject>(); customData.myCustomData = "My Data"; var texture = Texture2D.whiteTexture; m_Sprite = Sprite.Create(texture, new Rect(0, 0, texture.width, texture.height), Vector2.zero, texture.width); var spriteRenderer = gameObject.AddComponent<SpriteRenderer>(); m_Sprite.AddScriptableObject(customData); spriteRenderer.sprite = m_Sprite; }
void Update() { var scriptableObjectCount = m_Sprite.GetScriptableObjectsCount(); if (scriptableObjectCount > 0) { var scriptableObjects = new ScriptableObject[scriptableObjectCount]; var retrieveCount = m_Sprite.GetScriptableObjects(scriptableObjects); //This will print 1 since there is 1 ScriptableObject reference. print(retrieveCount); var myScriptableObject = scriptableObjects[0] as MyScriptableObject; // This will print "My Data" print(myScriptableObject.myCustomData);
// Removing the ScriptableObject reference so that the prints // above no longer executes. m_Sprite.RemoveScriptableObjectAt(scriptableObjectCount - 1); } } }
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.