asset | Object to use in creating the asset. |
path | Filesystem path for the new asset. |
Creates a new asset at path.
You must ensure that the path uses a supported extension ('.mat' for materials, '.cubemap' for cubemaps,
'.GUISkin' for skins, '.anim' for animations and '.asset' for arbitrary other assets.)
You can add more assets to the file using AssetDatabase.AddObjectToAsset after the asset has been created.
If an asset already exists at path
it will be deleted prior to creating a new asset.
All paths are relative to the project folder, for example: "Assets/MyStuff/hello.mat".
Be aware that if adding multiple objects to an asset, the order in which the objects are added does not
really matter. In other words, asset
will not be special within the asset and not be any form of "root"
to objects added later. The object displayed as the asset's main object in the project view is the one
that is considered most important (decided based on type) within the collection of objects.
Note:
You can not create an asset from GameObject, use the PrefabUtility class instead.
#pragma strict public class CreateMaterialExample extends MonoBehaviour { @MenuItem("GameObject/Create Material") static function CreateMaterial() { // Create a simple material asset var material: Material = new Material(Shader.Find("Specular")); AssetDatabase.CreateAsset(material, "Assets/MyMaterial.mat"); // Print the path of the created asset Debug.Log(AssetDatabase.GetAssetPath(material)); } }
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");
// Print the path of the created asset Debug.Log(AssetDatabase.GetAssetPath(material)); } }