Version: 2019.1 (switch to 2018.3 or 2017.4)
LanguageEnglish
  • C#

AssetDatabase.AddObjectToAsset

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public static void AddObjectToAsset(Object objectToAdd, string path);

Parameters

objectToAddObject to add to the existing asset.
pathFilesystem path to the asset.

Description

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);

Description

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)); } }

Did you find this page useful? Please give it a rating: