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AssetDatabase.CreateAsset

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マニュアルに切り替える
public static function CreateAsset(asset: Object, path: string): void;
public static void CreateAsset(Object asset, string path);

パラメーター

asset アセットを作成する際に使用するオブジェクト
path 新しいアセットのためのファイルシステムパス

説明

オブジェクトを指定したパスに作成します。

You must ensure that the path uses a supported extension ('.mat' for materials, '.cubemap' for cubemaps, '.GUISkin' for skins, '.anim' for animations and '.asset' for arbitrary other assets.)

You can add more assets to the file using AssetDatabase.AddObjectToAsset after the asset has been created. If an asset already exists at path it will be deleted prior to creating a new asset. All paths are relative to the project folder, for example: "Assets/MyStuff/hello.mat".

Be aware that if adding multiple objects to an asset, the order in which the objects are added does not really matter. In other words, asset will not be special within the asset and not be any form of "root" to objects added later. The object displayed as the asset's main object in the project view is the one that is considered most important (decided based on type) within the collection of objects.

Note:

You can not create an asset from GameObject, use the PrefabUtility class instead.

no example available in JavaScript
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");

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

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