GlobalObjectId
struct in
UnityEditor
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
Description
Struct providing an API for stable, project-global object identifiers.
Provides a project-scoped object identifier, which can be serialized and resolved back to the original object at a later time.
It supports referencing objects inside scenes and in other types of assets (Prefabs, ScriptableObjects, etc).
The ID is persistent and unique for a given Unity Object.
The format of the string representation of the ID is "GlobalObjectId_V1-{i}-{a}-{l}-{p}" where:
{i} is the identifier type represented by an integer (0 = Null, 1 = Imported Asset, 2 = Scene Object, 3 = Source Asset).
{a} is the asset GUID.
{l} is the local file ID of the object. For objects inside a prefab instance this is the local file ID of the source object in the prefab.
{p} is the local file ID of the prefab instance of the object (or 0 when the object is not part of a prefab instance).
The default null ID is "GlobalObjectId_V1-0-00000000000000000000000000000000-0-0".
Caveats:
- The ID changes when the object is moved to a new scene, because the scene ID (assetGUID) is part of the GlobalObjectId.
- A GlobalObjectId referring to an object inside a scene can only be resolved back to an InstanceID or Object when that scene is already loaded.
- GlobalObjectIds cannot be requested for objects in the current scene until the scene has been saved at least once, otherwise the assetGUID value will be null.
- When converting multiple objects to or from GlobalObjectIds it is always faster to make a single call using the batch methods rather than making individual calls.
For example a single call to GlobalObjectIdentifiersToObjectsSlow is much faster then making multiple calls to GlobalObjectIdentifierToObjectSlow.
Additional resources: Object.GetInstanceID, AssetDatabase.AssetPathToGUID, AssetDatabase.TryGetGUIDAndLocalFileIdentifier
using UnityEngine;
using UnityEditor;
using UnityEditor.SceneManagement;
public class GlobalObjectIdExample
{
[MenuItem("Example/GlobalObjectId")]
static void MenuCallback()
{
const string testScenePath = "Assets/MyTestScene.unity";
var stringIds = CreateSceneWithTwoObjects(testScenePath);
// These string formatted ids could be saved to a file, then retrieved in a later session of Unity
Debug.Log("Ids of new objects " + stringIds[0] + " and " + stringIds[1]);
ReloadSceneAndResolveObjects(testScenePath, stringIds);
}
static string[] CreateSceneWithTwoObjects(string testScenePath)
{
var scene = EditorSceneManager.NewScene(NewSceneSetup.EmptyScene, NewSceneMode.Single);
// Scene must have been serialized at least once prior to generating GlobalObjectIds, so that the asset guid is available
EditorSceneManager.SaveScene(scene, testScenePath);
var objects = new Object[2];
objects[0] = GameObject.CreatePrimitive(PrimitiveType.Plane);
objects[0].name = "MyPlane";
objects[1] = GameObject.CreatePrimitive(PrimitiveType.Cube);
objects[1].name = "MyCube";
var ids = new GlobalObjectId[2];
GlobalObjectId.GetGlobalObjectIdsSlow(objects, ids);
EditorSceneManager.SaveScene(scene, testScenePath);
// Close the scene
EditorSceneManager.NewScene(NewSceneSetup.EmptyScene, NewSceneMode.Single);
var idsStringFormat = new string[2];
idsStringFormat[0] = ids[0].ToString();
idsStringFormat[1] = ids[1].ToString();
return idsStringFormat;
}
static void ReloadSceneAndResolveObjects(string testScenePath, string[] objectIdsAsStrings)
{
var ids = new GlobalObjectId[2];
GlobalObjectId.TryParse(objectIdsAsStrings[0], out ids[0]);
GlobalObjectId.TryParse(objectIdsAsStrings[1], out ids[1]);
// The scene must be loaded before the ids to objects it contains can be resolved
EditorSceneManager.OpenScene(testScenePath);
var objects = new Object[2];
GlobalObjectId.GlobalObjectIdentifiersToObjectsSlow(ids, objects);
// Found MyPlane and MyCube
Debug.Log("Found " + objects[0].name + " and " + objects[1].name);
}
}
Public Methods
CompareTo | Returns an integer value comparing the value of the two GlobalObjectId types. |
Equals | Check equality between two GlobalObjectIds. |
ToString | Get the string representation of the GlobalObjectId. |