An Interface for accessing assets and performing operations on assets.
AddObjectToAsset | Adds objectToAdd to an existing asset at path. |
AllowAutoRefresh | Decrements an internal counter which Unity uses to determine whether to allow automatic AssetDatabase refreshing behavior. |
AssetPathToGUID | Get the GUID for the asset at path. |
ClearLabels | Removes all labels attached to an asset. |
Contains | Is object an asset? |
CopyAsset | Duplicates the asset at path and stores it at newPath. |
CreateAsset | Creates a new asset at path. |
CreateFolder | Create a new folder. |
DeleteAsset | Deletes the asset file at path. |
DisallowAutoRefresh | Increments an internal counter which Unity uses to determine whether to allow automatic AssetDatabase refreshing behavior. |
ExportPackage | Exports the assets identified by assetPathNames to a unitypackage file in fileName. |
ExtractAsset | Creates an external Asset from an object (such as a Material) by extracting it from within an imported asset (such as an FBX file). |
FindAssets | Search the asset database using the search filter string. |
ForceReserializeAssets | Forcibly load and re-serialize the given assets, flushing any outstanding data changes to disk. |
GenerateUniqueAssetPath | Creates a new unique path for an asset. |
GetAllAssetBundleNames | Return all the AssetBundle names in the asset database. |
GetAssetBundleDependencies | Given an assetBundleName, returns the list of AssetBundles that it depends on. |
GetAssetDependencyHash | Returns the hash of all the dependencies of an asset. |
GetAssetOrScenePath | Returns the path name relative to the project folder where the asset is stored. |
GetAssetPath | Returns the path name relative to the project folder where the asset is stored. |
GetAssetPathFromTextMetaFilePath | Gets the path to the asset file associated with a text .meta file. |
GetAssetPathsFromAssetBundle | Returns an array containing the paths of all assets marked with the specified Asset Bundle name. |
GetAssetPathsFromAssetBundleAndAssetName | Get the Asset paths for all Assets tagged with assetBundleName and named assetName. |
GetCachedIcon | Retrieves an icon for the asset at the given asset path. |
GetCurrentCacheServerIp | Gets the IP address of the Cache Server currently in use by the Editor. |
GetDependencies | Returns an array of all the assets that are dependencies of the asset at the specified pathName.Note: GetDependencies() gets the Assets that are referenced by other Assets. For example, a Scene could contain many GameObjects with a Material attached to them. In this case, GetDependencies() will return the path to the Material Assets, but not the GameObjects as those are not Assets on your disk. |
GetImplicitAssetBundleName | Returns the name of the AssetBundle that a given asset belongs to. |
GetImplicitAssetBundleVariantName | Returns the name of the AssetBundle Variant that a given asset belongs to. |
GetLabels | Returns all labels attached to a given asset. |
GetMainAssetTypeAtPath | Returns the type of the main asset object at assetPath. |
GetSubFolders | Given a path to a directory in the Assets folder, relative to the project folder, this method will return an array of all its subdirectories. |
GetTextMetaFilePathFromAssetPath | Gets the path to the text .meta file associated with an asset. |
GetUnusedAssetBundleNames | Return all the unused assetBundle names in the asset database. |
GUIDToAssetPath | Gets the corresponding asset path for the supplied guid, or an empty string if the GUID can't be found. |
ImportAsset | Import asset at path. |
ImportPackage | Imports package at packagePath into the current project. |
IsForeignAsset | Determines whether the Asset is a foreign Asset. |
IsMainAsset | Is asset a main asset in the project window? |
IsMainAssetAtPathLoaded | Returns true if the main asset object at assetPath is loaded in memory. |
IsMetaFileOpenForEdit | Query whether an asset's metadata (.meta) file is open for edit in version control. |
IsNativeAsset | Determines whether the Asset is a native Asset. |
IsOpenForEdit | Query whether an Asset file is open for editing in version control. |
IsSubAsset | Does the asset form part of another asset? |
IsValidFolder | Given a path to a folder, returns true if it exists, false otherwise. |
LoadAllAssetRepresentationsAtPath | Returns all sub Assets at assetPath. |
LoadAllAssetsAtPath | Returns an array of all Assets at assetPath. |
LoadAssetAtPath | Returns the first asset object of type type at given path assetPath. |
LoadMainAssetAtPath | Returns the main asset object at assetPath. |
MakeEditable | Makes a file open for editing in version control. |
MoveAsset | Move an asset file (or folder) from one folder to another. |
MoveAssetToTrash | Moves the asset at path to the trash. |
OpenAsset | Opens the asset with associated application. |
Refresh | Import any changed assets. |
ReleaseCachedFileHandles | Calling this function will release file handles internally cached by Unity. This allows modifying asset or meta files safely thus avoiding potential file sharing IO errors. |
RemoveAssetBundleName | Remove the assetBundle name from the asset database. The forceRemove flag is used to indicate if you want to remove it even it's in use. |
RemoveObjectFromAsset | Removes object from its asset (See Also: AssetDatabase.AddObjectToAsset). |
RemoveUnusedAssetBundleNames | Remove all the unused assetBundle names in the asset database. |
RenameAsset | Rename an asset file. |
SaveAssets | Writes all unsaved asset changes to disk. |
SetLabels | Replaces that list of labels on an asset. |
SetMainObject | Specifies which object in the asset file should become the main object after the next import. |
StartAssetEditing | Starts importing Assets into the Asset Database. This lets you group several Asset imports together into one larger import.Note: Calling AssetDatabase.StartAssetEditing() places the Asset Database in a state that will prevent imports until AssetDatabase.StopAssetEditing() is called. This means that if an exception occurs between the two function calls, the AssetDatabase will be unresponsive. Therefore, it is highly recommended that you place calls to AssetDatabase.StartAssetEditing() and AssetDatabase.StopAssetEditing() inside either a try..catch block, or a try..finally block as needed. |
StopAssetEditing | Stops importing Assets into the Asset Database. This lets you group several Asset imports together into one larger import.Note: Calling AssetDatabase.StartAssetEditing() places the Asset Database in a state that will prevent imports until AssetDatabase.StopAssetEditing() is called. This means that if an exception occurs between the two function calls, the AssetDatabase will be unresponsive. Therefore, it is highly recommended that you place calls to AssetDatabase.StartAssetEditing() and AssetDatabase.StopAssetEditing() inside either a try..catch block, or a try..finally block as needed. |
TryGetGUIDAndLocalFileIdentifier | Warning Use the overload with a long localId parameter. Using the overload with an integer localId parameter can cause an integer overflow in localId. This can happen when the object passed to the API is part of a Prefab.Get the GUID and local file id from an object instance id. |
ValidateMoveAsset | Checks if an asset file can be moved from one folder to another. (Without actually moving the file). |
WriteImportSettingsIfDirty | Writes the import settings to disk. |
importPackageCancelled | Callback raised whenever a package import is cancelled by the user. |
importPackageCompleted | Callback raised whenever a package import successfully completes. |
importPackageFailed | Callback raised whenever a package import failed. |
importPackageStarted | Callback raised whenever a package import starts. |
ImportPackageCallback | Delegate to be called from AssetDatabase.ImportPackage callbacks. packageName is the name of the package that raised the callback. |
ImportPackageFailedCallback | Delegate to be called from AssetDatabase.ImportPackage callbacks. packageName is the name of the package that raised the callback. errorMessage is the reason for the failure. |
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