Version: 2017.4
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EditorUtility.SaveFilePanelInProject

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public static method SaveFilePanelInProject(title: string, defaultName: string, extension: string, message: string): string;
public static string SaveFilePanelInProject(string title, string defaultName, string extension, string message);

Description

Displays the "save file" dialog in the Assets folder of the project and returns the selected path name.

See Also: SaveFilePanel function.


Save File panel in project.

#pragma strict

class SaveFilePanelInProjectTest extends EditorWindow {

@MenuItem("Examples/Save File Panel In Project") static function Init() { var window = GetWindowWithRect(SaveFilePanelInProjectTest, Rect(0, 0, 220, 50)); window.Show(); }

function OnGUI() { if(GUI.Button(Rect(10,10, 200, 30), "Choose folder for selected object")) { var texture : Texture2D = Selection.activeObject as Texture2D; if (texture == null) { EditorUtility.DisplayDialog("Select Texture", "You must select a texture first!", "OK"); return; }

var path : String = EditorUtility.SaveFilePanelInProject( "Save png", texture.name + "png", "png", "Please enter a file name to save the texture to" );

if (path.Length != 0) { var processedTex : Texture2D = texture; var pngData = processedTex.EncodeToPNG();

if (pngData != null) { System.IO.File.WriteAllBytes(path, pngData);

// Just in case we are saving to the asset folder, tell Unity to scan for modified or new assets AssetDatabase.Refresh(); } } } } }
using UnityEngine;
using UnityEditor;
using System.IO;

public class SaveFilePanelInProjectExample : EditorWindow { [MenuItem("Example/Save Texture In Project")] static void Apply() { Texture2D texture = Selection.activeObject as Texture2D; if (texture == null) { EditorUtility.DisplayDialog("Select Texture", "You must select a texture first!", "OK"); return; }

string path = EditorUtility.SaveFilePanelInProject("Save png", texture.name + "png", "png", "Please enter a file name to save the texture to"); if (path.Length != 0) { byte[] pngData = texture.EncodeToPNG(); if (pngData != null) { File.WriteAllBytes(path, pngData);

// As we are saving to the asset folder, tell Unity to scan for modified or new assets AssetDatabase.Refresh(); } } } }
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