Version: Unity 6.1 Alpha (6000.1)
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  • C#

GlobalObjectId.ToString

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Declaration

public string ToString();

Returns

string The string representation of the GlobalObjectId.

Description

Obtains the string representation of the unique object identifier.

The string representation of a GlobalObjectId can be serialized, then used at a later time to re-initialize a GlobalObjectID struct.

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. This is a globally unique identifier that Unity assigns to every newly discovered asset. For more information, refer to Asset Metadata in the Manual.
  • {l} is the local file ID of the object. For objects inside a prefab instance, this ID is the local file ID of the original source object that is part of the prefab. For more information, refer to GlobalObjectId.targetObjectId.
  • {p} is the local file ID of the prefab instance of the object. If the object isn't part of a prefab instance, then {p} is 0.

Note: Actual local file IDs are signed 64-bit values and can be negative. But in a GlobalObjectId, these values are cast to GlobalObjectId.targetObjectId, which is an unsigned 64-bit value (ulong). Therefore, a negative local file ID will lose its sign when saved to a GlobalObjectId and you should not rely on the value of targetObjectId, or the {l} element from the string representation of a GlobalObjectID, to find an object.

Additional resources: GlobalObjectId.TryParse