Version: 2023.1

GlobalObjectId

struct in UnityEditor

切换到手册

描述

可为稳定的、项目全局的对象标识符提供 API 的结构。

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).

该 ID 持久存在,并且对给定的 Unity 对象唯一。

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).

默认的 null ID 为 "GlobalObjectId_V1-0-00000000000000000000000000000000-0-0"。

警告:
- 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.

See Also: 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); } }

变量

assetGUID对象所属资源的 GUID。
identifierType表示为整数的标识符类型。
targetObjectId对象的本地文件 ID。
targetPrefabId对象的预制件实例 ID。

公共函数

CompareToReturns an integer value comparing the value of the two GlobalObjectId types.
Equals检查 GlobalObjectIds 之间的相等性。
ToString获取 GlobalObjectId 的字符串表示。

静态函数

GetGlobalObjectIdSlowConverts an Object reference or InstanceID to a GlobalObjectId.
GetGlobalObjectIdsSlowCreates an array of GlobalObjectIds based on an array of Objects or InstanceIDs.
GlobalObjectIdentifiersToInstanceIDsSlowCreates an array of InstanceIDs based on an array of GlobalObjectIds.
GlobalObjectIdentifiersToObjectsSlow基于 GlobalObjectIds 的数组创建对象数组。
GlobalObjectIdentifierToInstanceIDSlowConverts a GlobalObjectId to an InstanceID.
GlobalObjectIdentifierToObjectSlow将 GlobalObjectId 转换为对象引用。
TryParse将 GlobalObjectId 的字符串表示形式解析为 GlobalObjectId 结构。