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AssetDatabase.LoadAllAssetsAtPath

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public static method LoadAllAssetsAtPath(assetPath: string): Object[];
public static Object[] LoadAllAssetsAtPath(string assetPath);

Parameters

assetPathFilesystem path to the asset.

Description

Returns an array of all Assets at assetPath.

Some Asset files may contain multiple sub Assets (such as a Maya file which may contain multiple Meshes and GameObjects).
All paths are relative to the project folder, for example: "Assets/MyTextures/hello.png".
This function returns the main Asset and all sub Assets at a given path, including those hidden in the Project view.

Note: The main asset is not guaranteed to be at index 0 in the array

See Also: AssetDatabase.LoadMainAssetAtPath, AssetDatabase.LoadAllAssetRepresentationsAtPath, AssetDatabase.AddObjectToAsset, HideFlags.HideInHierarchy.

#pragma strict
public class Example extends MonoBehaviour {
	@MenuItem("AssetDatabase/LoadAllAssetsAtPath")
	private static function PrintAssets() {
		var data: Object[] = AssetDatabase.LoadAllAssetsAtPath("Assets/MySpriteTexture.png");
		Debug.Log(data.Length + " Assets");
		for (var o: Object in data) {
			Debug.Log(o);
		}
		//  MyTexture_3 (UnityEngine.Sprite)
	}
}
using UnityEngine;
using UnityEditor;

public class Example : MonoBehaviour { [MenuItem("AssetDatabase/LoadAllAssetsAtPath")] private static void PrintAssets() { Object[] data = AssetDatabase.LoadAllAssetsAtPath("Assets/MySpriteTexture.png");

Debug.Log(data.Length + " Assets");

foreach (Object o in data) { Debug.Log(o); }

// outputs: // 5 Assets // MySpriteTexture (UnityEngine.Texture2D) // MyTexture_0 (UnityEngine.Sprite) // MyTexture_1 (UnityEngine.Sprite) // MyTexture_2 (UnityEngine.Sprite) // MyTexture_3 (UnityEngine.Sprite) } }

See Also: AssetDatabase.LoadAssetAtPath.