Version: 2017.4
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

EditorUtility.SaveFolderPanel

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 method SaveFolderPanel(title: string, folder: string, defaultName: string): string;
public static string SaveFolderPanel(string title, string folder, string defaultName);

Description

Displays the "save folder" dialog and returns the selected path name.

See Also: SaveFilePanel, OpenFilePanel functions.


Save Folder Panel.

#pragma strict

class SaveFoldersPanelTest extends EditorWindow {

@MenuItem("Examples/Save Folders Panel") static function Init() { var window = GetWindowWithRect(SaveFoldersPanelTest, Rect(0, 0, 200, 50)); window.Show(); }

function OnGUI() { if(GUI.Button(Rect(10,10, 180, 30), "Save Selected Textures")) { var textures : Object[] = Selection.GetFiltered(typeof(Texture2D), SelectionMode.Unfiltered); if (textures.Length == 0) { EditorUtility.DisplayDialog("Select Textures", "You must select at least one texture first!", "OK"); return; }

var path : String = EditorUtility.SaveFolderPanel("Save textures to folder", "", ""); if (path.Length != 0) { var texture : Texture2D;

for (texture in textures as Texture2D[]) { var processedTex : Texture2D = texture;

var pngData = processedTex.EncodeToPNG();

if (pngData != null) System.IO.File.WriteAllBytes(path + "/" + texture.name + ".png", pngData); else Debug.Log("Could not convert " + texture.name + " to png. Skipping saving texture."); }

// Just in case we are saving to the asset folder, tell Unity to scan for modified or new assets AssetDatabase.Refresh();

} } }

}
using UnityEngine;
using UnityEditor;
using System.IO;

public class SaveFolderPanelExample : EditorWindow { [MenuItem("Example/Save Textures To Folder")] static void Apply() { Object[] textures = Selection.GetFiltered(typeof(Texture2D), SelectionMode.Unfiltered); if (textures.Length == 0) { EditorUtility.DisplayDialog("Select Textures", "You must select at least one texture first!", "OK"); return; }

string path = EditorUtility.SaveFolderPanel("Save textures to folder", "", ""); if (path.Length != 0) { foreach (Texture2D texture in textures) { Texture2D processedTex = texture;

byte[] pngData = processedTex.EncodeToPNG(); if (pngData != null) File.WriteAllBytes(path + "/" + texture.name + ".png", pngData); else Debug.Log("Could not convert " + texture.name + " to png. Skipping saving texture."); }

// Just in case we are saving to the asset folder, tell Unity to scan for modified or new assets AssetDatabase.Refresh(); } } }