Version: 2020.2
언어: 한국어
public static void AddObjectToAsset (Object objectToAdd, string path);

파라미터

objectToAdd Object to add to the existing asset.
path Filesystem path to the asset.

설명

Adds objectToAdd to an existing asset at path.

Please note that you should only add assets to '.asset' assets, imported models or texture assets for example will lose their data.

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

You can not add GameObjects; use PrefabUtility instead.

using UnityEngine;
using UnityEditor;

public class CreateMaterialExample : MonoBehaviour { [MenuItem("GameObject/Create Material")] static void CreateMaterial() { // Create a simple material asset

Material material = new Material(Shader.Find("Specular")); AssetDatabase.CreateAsset(material, "Assets/MyMaterial.mat");

// Add an animation clip to it AnimationClip animationClip = new AnimationClip(); animationClip.name = "My Clip"; AssetDatabase.AddObjectToAsset(animationClip, material);

// Reimport the asset after adding an object. // Otherwise the change only shows up when saving the project AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(animationClip));

// Print the path of the created asset Debug.Log(AssetDatabase.GetAssetPath(material)); } }

public static void AddObjectToAsset (Object objectToAdd, Object assetObject);

설명

Adds objectToAdd to an existing asset identified by assetObject.

Note:

You can not add GameObjects; use PrefabUtility instead.

using UnityEngine;
using UnityEditor;

public class CreateMaterialExample : MonoBehaviour { [MenuItem("GameObject/Create Material")] static void CreateMaterial() { // Create a simple material asset

Material material = new Material(Shader.Find("Specular")); AssetDatabase.CreateAsset(material, "Assets/MyMaterial.mat");

// Add an animation clip to it AnimationClip animationClip = new AnimationClip(); animationClip.name = "My Clip"; AssetDatabase.AddObjectToAsset(animationClip, material);

// Reimport the asset after adding an object. // Otherwise the change only shows up when saving the project AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(animationClip));

// Print the path of the created asset Debug.Log(AssetDatabase.GetAssetPath(material)); } }
Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961