Version: Unity 6 Beta (6000.0)
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  • C#

AssetDatabase.LoadObjectAsync

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Declaration

public static AssetDatabaseLoadOperation LoadObjectAsync(string assetPath, long localId);

Parameters

assetPath Path of the asset to load.
localId The local identifier of the object that you want to load. This allows you to load a specific object and its dependencies as opposed to the entire asset.

Returns

AssetDatabaseLoadOperation A UnityEditor.AssetDatabaseLoadOperation which you can use to track the progress of the operation.

Description

Loads a specific Object and its dependencies from an Asset file asynchronously.

All paths are relative to the project folder, for example: "Assets/MyTextures/hello.png".

Additional resources: AssetDatabase.TryGetGUIDAndLocalFileIdentifier, GlobalObjectId.targetObjectId.

using UnityEngine;
using UnityEditor;
using System.Collections;

public class MyPlayer : MonoBehaviour { public IEnumerator Start() { // This will load all objects in the fbx and return a single Mesh object. Mesh m = AssetDatabase.LoadAssetAtPath<Mesh>("Assets/test.fbx");

AssetDatabase.TryGetGUIDAndLocalFileIdentifier(m, out string guid, out long localId);

// At some point after the Mesh may or may not have unloaded we can reload just the mesh AssetDatabaseLoadOperation op = AssetDatabase.LoadObjectAsync("Assets/test.fbx", localId);

// yield until the operation is completed while (!op.isDone) yield return null;

Mesh reloadedMesh = (Mesh)op.LoadedObject; } }
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