Showing content from https://docs.unity3d.com/Manual/../ScriptReference/AssetDatabase.html below:
Unity - Scripting API: AssetDatabase
AddObjectToAsset Adds objectToAdd to an existing asset at path. AllowAutoRefresh Decrements an internal counter which Unity uses to determine whether to allow automatic AssetDatabase refreshing behavior. AssetPathExists Check whether an asset exists at the given path in the database. AssetPathToGUID Get the GUID for the asset at path. CanConnectToCacheServer Checks the availability of the Cache Server. CanOpenAssetInEditor Checks if Unity can open an asset in the Editor. CanOpenForEdit Query whether an Asset file can be opened for editing in version control and is not exclusively locked by another user or otherwise unavailable. ClearImporterOverride Clears the importer override for the asset. ClearLabels Removes all labels attached to an asset. CloseCacheServerConnection Closes an active cache server connection. If no connection is active, then it does nothing. Contains Is object an asset? CopyAsset Duplicates the asset at path and stores it at newPath. CopyAssets Duplicates assets in paths and stores them in newPaths. CreateAsset Creates a new native Unity asset. CreateFolder Creates a new folder, in the specified parent folder.The parent folder string must start with the "Assets" folder, and all folders within the parent folder string must already exist. For example, when specifying "Assets/ParentFolder1/Parentfolder2/", the new folder will be created in "ParentFolder2" only if ParentFolder1 and ParentFolder2 already exist. DeleteAsset Deletes the specified asset or folder. DeleteAssets Lets you delete multiple assets or folders at once with performance benefits under version control. DisallowAutoRefresh Increments an internal counter which Unity uses to determine whether to allow automatic AssetDatabase refreshing behavior. ExportPackage Exports the assets identified by assetPathNames to a unitypackage file in fileName. ExtractAsset Creates an external Asset from an object (such as a Material) by extracting it from within an imported asset (such as an FBX file). FindAssetGUIDs Searches the asset database with a filter string and returns an array of GUIDs. FindAssets Search the asset database using the search filter string. ForceReserializeAssets Forcibly load and re-serialize the given assets, flushing any outstanding data changes to disk. ForceToDesiredWorkerCount Forces the Editor to use the desired amount of worker processes. Unity will either spawn new worker processes or shut down idle worker processes to reach the desired number. GenerateUniqueAssetPath Creates a new unique path for an asset. GetAllAssetBundleNames Return all the AssetBundle names in the asset database. GetAssetBundleDependencies Given an assetBundleName, returns the list of AssetBundles that it depends on. GetAssetDependencyHash Returns the hash of all the dependencies of an asset. GetAssetOrScenePath Returns the path name relative to the project folder where the asset is stored. GetAssetPath Returns the path name relative to the project folder where the asset is stored. GetAssetPathFromTextMetaFilePath Gets the path to the asset file associated with a text .meta file. GetAssetPathsFromAssetBundle Returns an array containing the paths of all assets marked with the specified Asset Bundle name. GetAssetPathsFromAssetBundleAndAssetName Get the Asset paths for all Assets tagged with assetBundleName and named assetName. GetAvailableImporters Gets the importer types associated with a given Asset path. GetCachedIcon Retrieves an icon for the asset at the given asset path. GetCacheServerAddress Gets the IP address of the Cache Server in Editor Settings. GetCacheServerEnableDownload Gets the Cache Server Download option from Editor Settings. GetCacheServerEnableUpload Gets the Cache Server Upload option from Editor Settings. GetCacheServerNamespacePrefix Gets the Cache Server Namespace prefix set in Editor Settings. GetCacheServerPort Gets the Port number of the Cache Server in Editor Settings. GetCurrentCacheServerIp Gets the IP address of the Cache Server currently in use by the Editor. GetDefaultImporter Returns the Default Importer associated with the asset located at the supplied path. When no Importer override is set, then the default importer is used. Additional resources: AssetDatabase.GetImporterOverride, AssetDatabase.ClearImporterOverride. GetDependencies Returns an array of all the assets that are dependencies of the asset at the specified pathName.Note: GetDependencies() gets the Assets that are referenced by other Assets. For example, a Scene could contain many GameObjects with a Material attached to them. In this case, GetDependencies() will return the path to the Material Assets, but not the GameObjects as those are not Assets on your disk. GetImplicitAssetBundleName Returns the name of the AssetBundle that a given asset belongs to. GetImplicitAssetBundleVariantName Returns the name of the AssetBundle Variant that a given asset belongs to. GetImporterOverride Returns the type of the override importer. GetImporterType Returns the type of importer associated with an asset without loading the asset. GetImporterTypes Returns the types of importers associated with the specified array of assets, without loading those assets. GetLabels Returns all labels attached to a given asset. GetMainAssetTypeAtPath Returns the type of the main asset object at assetPath. GetMainAssetTypeFromGUID Returns the type of the main asset object with guid. GetScriptableObjectsWithMissingScriptCount Checks how many unloadable ScriptableObject instances are present in the specified asset. GetSubFolders Given a path to a directory in the Assets folder, relative to the project folder, this method will return an array of all its subdirectories. GetTextMetaFilePathFromAssetPath Gets the path to the text .meta file associated with an asset. GetTypeFromPathAndFileID Gets an object's type from an Asset path and a local file identifier. GetUnusedAssetBundleNames Return all the unused assetBundle names in the asset database. GUIDFromAssetPath Get the GUID for the asset at path. GUIDToAssetPath Gets the corresponding asset path for the supplied GUID, or an empty string if the GUID can't be found. ImportAsset Import asset at path. ImportPackage Imports package at packagePath into the current project. InstanceIDsToGUIDs Sets a NativeArray of UnityEditor.GUIDs for every valid Instance ID that is an asset. IsCacheServerEnabled Checks whether the Cache Server is enabled in Project Settings. IsConnectedToCacheServer Checks connection status of the Cache Server. IsDirectoryMonitoringEnabled Reports whether Directory Monitoring is enabled. IsForeignAsset Determines whether the Asset is a foreign Asset. IsMainAsset Is asset a main asset in the project window? IsMainAssetAtPathLoaded Returns true if the main asset object at assetPath is loaded in memory. IsMetaFileOpenForEdit Query whether an asset's metadata (.meta) file is open for edit in version control. IsNativeAsset Determines whether the Asset is a native Asset. IsOpenForEdit Query whether an Asset file is open for editing in version control. IsSubAsset Does the asset form part of another asset? IsValidFolder Given a path to a folder, returns true if it exists, false otherwise. LoadAllAssetRepresentationsAtPath Returns all sub Assets at assetPath. LoadAllAssetsAtPath Returns an array of all Assets at assetPath. LoadAssetAtPath Returns the first asset object of type type at given path assetPath. LoadAssetByGUID Loads an asset object of type type by given GUID assetGUID. LoadMainAssetAtPath Returns the main asset object at assetPath.The "main" Asset is the Asset at the root of a hierarchy (such as a Maya file which may contain multiples meshes and GameObjects). LoadObjectAsync Loads a specific Object and its dependencies from an Asset file asynchronously. MakeEditable Makes a file open for editing in version control. MoveAsset Move an asset file (or folder) from one folder to another. MoveAssetsToTrash Lets you move multiple assets or folders to trash at once with performance benefits under version control. MoveAssetToTrash Moves the specified asset or folder to the OS trash. OpenAsset Opens the asset with associated application. Refresh Import any changed assets. RefreshSettings Apply pending Editor Settings changes to the Asset pipeline. RegisterCustomDependency Allows you to register a custom dependency that Assets can be dependent on. If you register a custom dependency, and specify that an Asset is dependent on it, then the Asset will get re-imported if the custom dependency changes. ReleaseCachedFileHandles Calling 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. RemoveAssetBundleName Remove 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. RemoveObjectFromAsset Removes object from its asset (Additional resources: AssetDatabase.AddObjectToAsset). RemoveScriptableObjectsWithMissingScript Removes any ScriptableObject instances from the given asset file which cannot be loaded because their scripts could not be found. RemoveUnusedAssetBundleNames Remove all the unused assetBundle names in the asset database. RenameAsset Rename an asset file. ResetCacheServerReconnectTimer Resets the internal cache server connection reconnect timer values. The default delay timer value is 1 second, and the max delay value is 5 minutes. Everytime a connection attempt fails it will double the delay timer value, until a maximum time of the max value. SaveAssetIfDirty Writes all unsaved changes to the specified asset to disk. SaveAssets Writes all unsaved asset changes to disk. SetImporterOverride Sets a specific importer to use for the asset. SetLabels Replaces that list of labels on an asset. SetMainObject Specifies which object in the asset file should become the main object after the next import. StartAssetEditing Pauses automatic asset import, allowing you to group several asset imports together into one larger import. StopAssetEditing Ends the Asset Database's temporary paused state, allowing it to resume normal automatic imports. TryGetAssetFolderInfo Get AssetDatabase specific information about a folder. TryGetGUIDAndLocalFileIdentifier Get the GUID and local file id from an object instance id. UnregisterCustomDependencyPrefixFilter Removes custom dependencies that match the prefixFilter. ValidateMoveAsset Checks if an asset file can be moved from one folder to another. (Without actually moving the file). WriteImportSettingsIfDirty Writes the import settings to disk.
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