Version: Unity 6 Beta (6000.0)
LanguageEnglish
  • C#

PlayerSettings.GetPreloadedAssets

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Declaration

public static Object[] GetPreloadedAssets();

Returns

Object[] The assets to be preloaded.

Description

Returns the assets that will be loaded at start up in the player and be kept alive until the player terminates.

This example shows how a ScriptableObject can be used to store data that can be accessed at any time throughout the lifetime of the player.

using System.Linq;
using UnityEngine;

// We use this class to store general config data that can be used in the player public class ConfigObject : ScriptableObject { public string text;

public static ConfigObject configInstance;

#if UNITY_EDITOR [UnityEditor.MenuItem("Assets/Create/Config Object")] public static void CreateAsset() { var path = UnityEditor.EditorUtility.SaveFilePanelInProject("Save Config", "config", "asset", string.Empty); if (string.IsNullOrEmpty(path)) return;

var configObject = CreateInstance<ConfigObject>(); UnityEditor.AssetDatabase.CreateAsset(configObject, path);

// Add the config asset to the build var preloadedAssets = UnityEditor.PlayerSettings.GetPreloadedAssets().ToList(); preloadedAssets.Add(configObject); UnityEditor.PlayerSettings.SetPreloadedAssets(preloadedAssets.ToArray()); } #endif

void OnEnable() { configInstance = this; } }
using UnityEngine;

public class UseConfigObject : MonoBehaviour { void OnGUI() { if (ConfigObject.configInstance != null) { GUILayout.Label("Found the config asset. The message was: " + ConfigObject.configInstance.text); } } }
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