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AssetDatabase.AddObjectToAsset

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public static function AddObjectToAsset(objectToAdd: Object, assetPath: string): void;
public static void AddObjectToAsset(Object objectToAdd, string assetPath);
public static def AddObjectToAsset(objectToAdd as Object, assetPath as string) as void

Parameters

objectToAdd Object to add to the existing asset.
assetPath Filesystem path to the asset.

Description

Adds objectToAdd to an existing asset at path.

アセットは '.assets' つきのアセットに対してのみ追加すべきです。インポートされたモデルやテクスチャアセットに追加するとデータが失われることに注意して下さい。 全てのパスはプロジェクトフォルダに対する相対指定とします。例えば "Assets/MyTextures/hello.png" です。

	@MenuItem("GameObject/Create Material")
	static function CreateMaterial () {
		// Create a simple material asset
		var material = new Material (Shader.Find("Specular"));
		AssetDatabase.CreateAsset(material, "Assets/MyMaterial.mat");

		// Add an animation clip to it
		var 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));
	}
public static function AddObjectToAsset(objectToAdd: Object, assetObject: Object): void;
public static void AddObjectToAsset(Object objectToAdd, Object assetObject);
public static def AddObjectToAsset(objectToAdd as Object, assetObject as Object) as void

Description

Adds objectToAdd to an existing asset identified by assetObject.

アセットは '.assets' つきのアセットに対してのみ追加すべきです。インポートされたモデルやテクスチャアセットに追加すると再インポートあるいは Unity 終了時にデータが失われることに注意して下さい。

	@MenuItem("GameObject/Create Material")
	static function CreateMaterial () {
		// Create a simple material asset
		var material = new Material (Shader.Find("Specular"));
		AssetDatabase.CreateAsset(material, "Assets/MyMaterial.mat");

		// Add an animation clip to it
		var 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));
	}