unity, asset operations
//----create asset
//ref: http://wiki.unity3d.com/index.php?title=CreateScriptableObjectAsset
CmyScriptableObject asset = ScriptableObject.CreateInstance<CmyScriptableObject> ();
AssetDatabase.CreateAsset (asset, path);
AssetDatabase.SaveAssets ();
AssetDatabase.Refresh();
EditorUtility.FocusProjectWindow ();
Selection.activeObject = asset;
//注:CmyScriptableObject类型最好单独定义在CmyScriptableObject.cs文件里,以保证所生成的asset文件的Script成员为非空。
//----create a scriptable object and add it to an existing asset
CmyScriptableObject obj = ScriptableObject.CreateInstance<CmyScriptableObject> ();
AssetDatabase.AddObjectToAsset(obj,existingAsset);
// Reimport the asset after adding an object.
// Otherwise the change only shows up when saving the project
AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(obj));
Selection.activeObject = obj;
//----remove object in asset
//ref : http://answers.unity3d.com/questions/219465/how-can-i-remove-an-object-from-an-asset.html
UnityEngine.Object.DestroyImmediate(obj, true);
//save
AssetDatabase.SaveAssets();
//----get subasset of certain class type
CmyScriptableObject obj = AssetDatabase.LoadAssetAtPath<CmyScriptableObject> (path);
//----get all objects(sub assets) from assets
//ref: http://answers.unity3d.com/questions/1066162/how-do-i-return-the-path-of-a-sub-asset-in-an-asse.html
//suppose asset have objects(sub assets) attached to it
UnityEngine.Object[] allassets = AssetDatabase.LoadAllAssetsAtPath(AssetDatabase.GetAssetPath(asset));
int assetCount=allassets.Length;
Debug.Log("assetCount:"+assetCount);
for(int i=0;i<assetCount;i++){
UnityEngine.Object _asset=allassets[i];
Debug.Log(_asset.name);
}
//----save asset
//if only want save the specified asset, use:
EditorUtility.SetDirty (asset);
//if want save all assets, use:
//----rename asset
string errorMessage=AssetDatabase.RenameAsset(AssetDatabase.GetAssetPath(asset),"new name");
if(errorMessage.Length==0){
Debug.Log("rename asset succ");
}else{
Debug.Log("rename asset failed: "+errorMessage);
}
//----rename subasset
CmyScriptableObject subAsset = AssetDatabase.LoadAssetAtPath<CmyScriptableObject> (AssetDatabase.GetAssetPath(asset));
subAsset.name = "new name";
//----hide subasset in Assets folder
//ref: http://answers.unity3d.com/questions/210726/how-to-hide-files-in-project-directory.html
CmyScriptableObject subAsset = AssetDatabase.LoadAssetAtPath<CmyScriptableObject> (AssetDatabase.GetAssetPath(asset));
subAsset.hideFlags = HideFlags.HideInHierarchy;
unity, asset operations的更多相关文章
- [Unity Asset]AssetBundle系列——游戏资源打包
转载:http://www.cnblogs.com/sifenkesi/p/3557231.html 将本地资源打包,然后放到资源服务器上供游戏客户端下载或更新.服务器上包含以下资源列表:(1)游戏内 ...
- Unity的Asset Store商店下载文件路径
如果之前在Asset Store商店下载过资源包,结果下次用的时候找不到了,不用急,其实Unity把它自动保到下面这个目录了,最后一个文件夹名与版本号有关,找到前面的即可. C:\Users\Admi ...
- Unity资源商店 Asset store下载文件夹的位置
Win10 C:\Users\用户名\AppData\Roaming\Unity\Asset Store-5.x\ Mac OS X ~/Library/Unity/Asset Store
- unity文件解析以及版本控制
刚开始使用unity做开发时,拿到一个范例工程先上传SVN,之后再自己做一些修改后,发现有非常多文件都有变化,这才知道有很多本地生成的文件,是不用上传的,但是不知道哪些才是需要共用的.之后又困扰于修改 ...
- Unity将来时:IL2CPP是什么?
作者:小玉链接:https://zhuanlan.zhihu.com/p/19972689来源:知乎著作权归作者所有.商业转载请联系作者获得授权,非商业转载请注明出处. Unity3D 想必大家都不陌 ...
- HoloLens开发手记 - Unity development overview 使用Unity开发概述
Unity Technical Preview for HoloLens最新发行版为:Beta 24,发布于 09/07/2016 开始使用Unity开发HoloLens应用之前,确保你已经安装好了必 ...
- 【教程】Asset Server(联合开发)
Unity Asset Server下载 https://unity3d.com/cn/unity/team-license http://tieba.baidu.com/p/2419391804 W ...
- unity3d asset store下载的代码所在位置
Asset Store下载了官方的示例,却找不到了,又不想重新下载 PC:C:\Users\PCNAME\AppData\Roaming\Unity\Asset StoreMAC:"~/Li ...
- unity3d中asset store 的资源下载到本地的目录位置
来源:http://blog.csdn.net/fzhlee/article/details/8613688 C:/Users/[当前用户]/AppData/Roaming/Unity/Asset S ...
随机推荐
- CSS换行:word-wrap、word-break和text-wrap差别
一.word-wrap:同意对长的不可切割的单词进行切割并换行到下一行.(中英文处理效果一样) word-wrap有两个取值: 1.word-wrap: normal:仅仅在同意的断字点换行(浏览器保 ...
- 虚拟机安装android
通过 虚拟机VirtualBox安装Android x86 4.0系统. Android x86是一个致力于让android运行在x86架构机器上的民间组织搞的项目,目前在世界上有很多人加入了它,虽然 ...
- acd The Game about KILL(和约瑟夫归则一样,归律)
Problem Description Teacher HU and his 40 students were trapped by the brigands. To show their power ...
- Orchard运用 - 导入旧随笔导致归档的问题
归档功能对于一个博客App这应该必须有的需求,故此Orchard中博客模块默认实现这一特性并通过一个叫"Blog Archives" widget, 你可以将其安装博客主页的侧边栏 ...
- C#视频播放器【转】
1对于视频播放器来说,最重要的功能,莫过于播放视频文件了这就要用到VS自带的控件——Windows Media Player windows media player 将Windows Media P ...
- 使用CadLib实现CAD(dxf、dwg格式)文件的读取和显示 【转】
参考文章:CadLib 3.5 documentationhttps://www.woutware.com/doc/cadlib3.5/Index.aspx 读取:定义DxfModel类型的变量mod ...
- 使用CSS3建立不可选的的文字
下面的例子展示了在HTML5中你如何使用CSS建立不可选的文字. <!DOCTYPE HTML> <html> <head> <title>Creati ...
- Spark job server原理初探
Spark job server是一个基于Spark的服务系统,提供了管理SparkJob,context,jar的RestFul接口. 专注标注原文链接 http://www.cnblogs.com ...
- Thinkphp学习笔记-controller与view绑定
$this->display(); 通过上面的代码则可以输出controller所对应的view
- Jedis API 详细示例
Jedis API 详细示例 https://www.jianshu.com/p/125357ee7651