AssetDatabase

class in UnityEditor

/

Implemented in:UnityEditor

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Description

An Interface for accessing assets and performing operations on assets.

Static Methods

AddObjectToAssetAdds objectToAdd to an existing asset at path.
AssetPathToGUIDGet the GUID for the asset at path.
ClearLabelsRemoves all labels attached to an asset.
ContainsIs object an asset?
CopyAssetDuplicates the asset at path and stores it at newPath.
CreateAssetCreates a new asset at path.
CreateFolderCreate a new folder.
DeleteAssetDeletes the asset file at path.
ExportPackageExports the assets identified by assetPathNames to a unitypackage file in fileName.
ExtractAssetCreates an external Asset from an object (such as a Material) by extracting it from within an imported asset (such as an FBX file).
FindAssetsSearch the asset database using the search filter string.
ForceReserializeAssetsForcibly load and re-serialize the given assets, flushing any outstanding data changes to disk.
GenerateUniqueAssetPathCreates a new unique path for an asset.
GetAllAssetBundleNamesReturn all the AssetBundle names in the asset database.
GetAssetBundleDependenciesGiven an assetBundleName, returns the list of AssetBundles that it depends on.
GetAssetDependencyHashReturns the hash of all the dependencies of an asset.
GetAssetOrScenePathReturns the path name relative to the project folder where the asset is stored.
GetAssetPathReturns the path name relative to the project folder where the asset is stored.
GetAssetPathFromTextMetaFilePathGets the path to the asset file associated with a text .meta file.
GetAssetPathsFromAssetBundleGet the paths of the assets which have been marked with the given assetBundle name.
GetAssetPathsFromAssetBundleAndAssetNameGet the Asset paths for all Assets tagged with assetBundleName and named assetName.
GetCachedIconRetrieves an icon for the asset at the given asset path.
GetCurrentCacheServerIpGets the IP address of the Cache Server currently in use by the Editor.
GetDependenciesGiven a pathName, returns the list of all assets that it depends on.
GetImplicitAssetBundleNameReturns the name of the AssetBundle that a given asset belongs to.
GetImplicitAssetBundleVariantNameReturns the name of the AssetBundle Variant that a given asset belongs to.
GetLabelsReturns all labels attached to a given asset.
GetMainAssetTypeAtPathReturns the type of the main asset object at assetPath.
GetSubFoldersGiven a path to a directory in the Assets folder, relative to the project folder, this method will return an array of all its subdirectories.
GetTextMetaFilePathFromAssetPathGets the path to the text .meta file associated with an asset.
GetUnusedAssetBundleNamesReturn all the unused assetBundle names in the asset database.
GUIDToAssetPathTranslate a GUID to its current asset path.
ImportAssetImport asset at path.
ImportPackageImports package at packagePath into the current project.
IsForeignAssetDetermines whether the Asset is a foreign Asset.
IsMainAssetIs asset a main asset in the project window?
IsMainAssetAtPathLoadedReturns true if the main asset object at assetPath is loaded in memory.
IsMetaFileOpenForEditQuery whether an asset's metadata (.meta) file is open for edit in version control.
IsNativeAssetDetermines whether the Asset is a native Asset.
IsOpenForEditQuery whether an asset file is open for edit in version control.
IsSubAssetDoes the asset form part of another asset?
IsValidFolderGiven a path to a folder, returns true if it exists, false otherwise.
LoadAllAssetRepresentationsAtPathReturns all sub Assets at assetPath.
LoadAllAssetsAtPathReturns an array of all Assets at assetPath.
LoadAssetAtPathReturns the first asset object of type type at given path assetPath.
LoadMainAssetAtPathReturns the main asset object at assetPath.
MoveAssetMove an asset file (or folder) from one folder to another.
MoveAssetToTrashMoves the asset at path to the trash.
OpenAssetOpens the asset with associated application.
RefreshImport any changed assets.
ReleaseCachedFileHandlesCalling 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.
RemoveAssetBundleNameRemove 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.
RemoveObjectFromAssetRemoves object from its asset (See Also: AssetDatabase.AddObjectToAsset).
RemoveUnusedAssetBundleNamesRemove all the unused assetBundle names in the asset database.
RenameAssetRename an asset file.
SaveAssetsWrites all unsaved asset changes to disk.
SetLabelsReplaces that list of labels on an asset.
SetMainObjectSpecifies which object in the asset file should become the main object after the next import.
StartAssetEditingBegin Asset importing. This lets you group several asset imports together into one larger import.
StopAssetEditingStop Asset importing. This lets you group several asset imports together into one larger import.
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.
ValidateMoveAssetChecks if an asset file can be moved from one folder to another. (Without actually moving the file).
WriteImportSettingsIfDirtyWrites the import settings to disk.

Events

importPackageCancelledCallback raised whenever a package import is cancelled by the user.
importPackageCompletedCallback raised whenever a package import successfully completes.
importPackageFailedCallback raised whenever a package import failed.
importPackageStartedCallback raised whenever a package import starts.

Delegates

ImportPackageCallbackDelegate to be called from AssetDatabase.ImportPackage callbacks. packageName is the name of the package that raised the callback.
ImportPackageFailedCallbackDelegate 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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