Object[] The assets to be preloaded.
Returns the assets that will be loaded at start up in the player and be kept alive until the player terminates.
This example shows how a ScriptableObject can be used to store data that can be accessed at any time throughout the lifetime of the player.
using System.Linq; using UnityEngine;
// We use this class to store general config data that can be used in the player public class ConfigObject : ScriptableObject { public string text;
public static ConfigObject configInstance;
#if UNITY_EDITOR [UnityEditor.MenuItem("Assets/Create/Config Object")] public static void CreateAsset() { var path = UnityEditor.EditorUtility.SaveFilePanelInProject("Save Config", "config", "asset", string.Empty); if (string.IsNullOrEmpty(path)) return;
var configObject = CreateInstance<ConfigObject>(); UnityEditor.AssetDatabase.CreateAsset(configObject, path);
// Add the config asset to the build var preloadedAssets = UnityEditor.PlayerSettings.GetPreloadedAssets().ToList(); preloadedAssets.Add(configObject); UnityEditor.PlayerSettings.SetPreloadedAssets(preloadedAssets.ToArray()); } #endif
void OnEnable() { configInstance = this; } }
using UnityEngine;
public class UseConfigObject : MonoBehaviour { void OnGUI() { if (ConfigObject.configInstance != null) { GUILayout.Label("Found the config asset. The message was: " + ConfigObject.configInstance.text); } } }
Additional resources: PlayerSettings.SetPreloadedAssets, EditorBuildSettings.TryGetConfigObject.