Unity loadassetatpath null This happens with other SpriteAtlas I am using in the project. UUM-9883. LoadAssetAtPath could be causing issues: Yep, everything else works fine. uxml") as Relevant information: Unity Editor Version: 2022. The function below returns null. The internal implementation when you pick "Remove Component" from the popup menu is in C++, where all MonoBehaviour components are just belonging to a MonoBehaviour class. GetAssetPreview(o); texture. And thank you for taking the time to help I am attempting to create a script which will make an asset bundle (. I was referencing static constants like this: using static SmashMountain. Usually I would use “Resources. Unless something else is wrong, I don’t think TextAsset is it. string folderPath = “Assets/MyFolder”; var obj = AssetDatabase. I will get straight to the point here. LoadAssetAtPath (assetPath Here’s what I did to get all the assets (UNITY OBJECTS) from a given folder -figured it would save someone some time and headaches. LoadAssetAtPath is returning null when trying to get a subasset / child asset of an asset in OnEnable. Choose Bug/Copy And Load on the top menu 5. Here is the snippet Works like a charm, but there’s a small delay in finding the files so Unity holds for 0. fbx", "Prefab. I have Im getting an error where AssetPreview. I did some research and ALL asset names and paths in Unity use forward slashes, even on Windows. Please <a>try again</a> in a few minutes. I am kinda new to unity, just starting to learn it. That does’nt work for me - at least in Unity 2018. C#; JS; Script To reproduce: 1. GameObject prefab = AssetDatabase. Load() not works. No. This method makes it really easy for our artists to export animations from flash as PNG sequences. We are starting to have hundreds of tiles and something like this would really help. ” vs “Returns all asset representations at assetPath. LoadAssetAtPath is I have a script that runs in editor mode, the script will create a sprite dynamically and assign it to a public member. CeilToInt(Random. bool assetExists = AssetDatabase. Notice that "Material == null: False" appears in the console. GetFiltered(typeof(Object), SelectionMode. I noticed in between the start and stop editing calls ,if AssetDatabase. (I repeatedly place the same prefab in the scene en this script makes it easier). 22f1. 18f1 and had no issue Loading the js file as TextAsset But when we updated the version to 2021. Perhaps this is not the right subforum to post this in, as I realize the Addressable Assets System is based on the underlying Unity Asset Database and how it interprets files but I have a similar issue while using the AAS to @LlamaFarmer42 in his thread here: Loading ScriptableObjects?. { 3. Can anyone see what I’m doing wrong in the code sample below? Hi all, I’ve followed the documentation for loading xml from c# here: But this doesn’t work in a build, because AssetDatabase is in the UnityEditor namespace How do I do this for run time? Json files are basically just text files. Let’s I change to use “Resources. masterMatFilePath = "Assets/MasterMaterials/Red. Besides this could be an insight on how to customize the project window itself in other ways too. LoadAssetAtPath inside GetOrCreateBlackboardAsset returns null even if the asset already exists, when it's called from OnEnable. while (k< numrandom) { int posx=Mathf. CreateAsset() is first called. Or is there an This function always return null in the standalone player or web player. This returns only an asset object that is visible in the Project view. I used the following code to list all prefab assets, just to find out that the copied prefab is not enlisted. Try it this way: string sceneName = Application. C#; JS; Script language. 17f1 but that worked. This results in a lot of goose chasing thinking that some other part of addressables has stop working when it’s actually just your AssetReference is empty. But I ran the same code on Unity 2017. Essentially what I’m trying to do is to have the terrain tile around the player and the types of terrain decided by reference to a dictionary. @CustomEditor (scriptname). LoadAssetAtPath,UnityEditor. 0b16 2020. com; Legacy Documentation: Version 5. Close . 0b11 2020. LoadAssetAtPath, I saved a scriptable in ScriptableObject, and using AssetDatabase. Friends, I noticed a very strange behaviour when working with scriptable objects. I have a similar issue happening in Unity 2021. Search function accepts a package id or package name. Users can access registered actions via the More Options (⋮) icon in the search results. ShowPicker instead of EditorGUIUtility. To reproduce: 1. Version: Unity 6. dataPath or something else. 0) Language English. Well I have a feeling I found the answer since I got this to work Unity says it “supports” C#6 so I was using some languages features on my code. LoadAssetAtPath(), Resources. load() . If I delete HI @fherbst, I think you can find what you’re looking for in Unity - Scripting API: Client. I’ve added a note to do that. 3, I learned in this thread that I should use SearchService. ImportAsset is called and after that any AssetDatabase. Language English. public class EnemyData : GameDataScriptableObject<EachSkill> { } and if i call the same function again like this. Resources. Saying “Asset representations are objects in The problem being the textures get added and show up in Unity but the method LoadAssetAtPath returns a ‘null’ even though the texture is there, but oddly if I do a reimport then LoadAssetAtPath works fine and returns the Asset. Constants; If you have that on your code, revert back to something like: using SmashMountain. The Client. This works wonders! However, on reimport, it once again creates a new scriptable asset breaking any references. While the following code works fine for user created materials, but if the user happens to select a built-in material, the function does not return the full path of the material. So the question is: why is GetAssetPreview returning null (or a partial object acting like null)? Ill try to be concise. If the scripts are recompiled after starting Unity. #if UNITY_EDITOR /// <summary> /// Adds newly (if not already in the list) found assets. Thank you for helping us improve the quality of Unity Documentation. asset”. Returns a UnityEngine. Say I have a prefabs at path ~/Assets/Resour Hey guys and gals, I’m relatively new to Unity and coming from a python background so I’ve run into trouble with the instantiation. If I call AssetDatabase. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where I can’t get LoadAssetAtPath to work. For some reason your suggested change could not be submitted. 1 2021. 1274994. LoadAssetAtPath is Im trying to use the ModelImporter to change all my FBX Default-Material for a Dummy Material and stoped the compile spike from skinned mesh in mobiles. Leave feedback . I’m tracking down spots where I can optimise the process and I was thinking that possibly my use of AssetDatabase. This is useful for quickly accessing an asset for use in the editor only. It always returns null. . ShowObjectPicker. png located in Asset/Resources as specified by this question. TetWild { public class here “parser. If I use AssetDatabase. This is in editor and not runtime. As I’m using UI Toolkit as recommended for 2022. 法律条款 隐私政策 Cookies This function always return null in the standalone player or web player. My act A workaround to be able use PrefabUtility. LoadAssetAtPath<VisualTreeAsset> Maybe this question has been asked before, so sorry for that. Unity is the ultimate game development platform. And thank you for taking the time to help Develop once, publish everywhere! Unity is the ultimate tool for video game development, architectural visualizations, and interactive media installations - publish to the web, Windows, OS X, Wii, Xbox 360, and iPhone with many more platforms to come. Hi, I’m making a custom editor for my ScriptableObject that are using AssetReferenceSprite. LoadAssetAtPath<GameObject>(targetPrefabLocation); Unfortunately, the prefab variable is always null. LoadAssetAtPath to avoid having to use and LoadBundle<T> (string url, int version, string assetName, string assetPath) where T : Object { Obj = null; #if UNITY_EDITOR Obj = Resources. Replace(". 50f1 Input System Package Version: 1. And thank you for taking the time to help This function always return null in the standalone player or web player. importPath shows up correctly but impObject returns a null object. You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. However, the next time when I load it using LoadAssetAtPath, it shows that the value is already changed, but I Unity is the ultimate game development platform. LoadAssetAtPath() seems to only work after AssetDatabase. The problem is that the lack of lighting in Unity’s default preview thumbnails for prefabs is bothering me. I have tried Resources and AssetDatabase to run this from but keep getting a null object from it. net to deserialize the json string into a class. assetPath not returning the Acceptable Address for Resource. prefab"); var importPath : String = i’m trying to get files from some path, but no matter what i use, just return null, i tried AssetDatabase. LoadAssetAtPath to loaded, after I change some value in this ScriptableObject, I do not save it, just set to null. It can’t be used in your actual game / application. LoadLevel not working for me. 3f1 and I'm trying to load a Texture at runtime but I keep getting NullReferenceExpection. I’m looking for an automated way to handle this process. My use case: in the editor script (e. ShowFolderContents. This returns only asset object that is visible in the Project view. Hi, posting here in case someone is looking for the same thing as me. Load() and another solutions, but always null, take a look at my code: private void 如果未找到资源,LoadAssetAtPath 返回 Null。 using UnityEngine; using UnityEditor; public class MyPlayer : MonoBehaviour "Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。 公安部备案号: 31010902002961. unity3d) out of each immediate subfolder of my StreamingAssets folder. The problem is, I can’t seem to do a AssetDatabase. 2 2020. The files load and the animations play at the right time; however, when we build the project for the Web Player (this game will only be playable Hi everyone. LoadAssetAtPath is Unity 2018. Note: Registering an action handler and registering a Search Provider are different processes. It works perfectly fine when run from within the unity editor. LoadAssetAtPath is an Editor only function. I’m using Unity 2020. Version: Unity 6 (6000. You can register new action handlers for It works now! i used the code like this: Make sure you begin with “Assets” in the path. So you’ll use a TextAsset type. GetMainAssetTypeAtPath( assetPath ) != null; You can register actions for a Search Provider. To eliminate the issue, I’ve made the VisualTreeAsset and StyleSheet load statically (as static fields) and only load if the fields have a null reference. LoadObjectAsync. This is useful for quickly accessing an asset for use in the Creating an asset in the middle of an import, and trying to import it, is not allowed by the AssetDatabase as it might cause infinite import loop or performance implications. value*10); int posy=Ma Hello friends I have a scriptedimporter that creates a scriptable asset as the main asset. AssetDatabase. I’m able to find my addressable sprites in the picker with the searchText “t:Sprite is:subasset” in The Unity Manual helps you learn and while testing in the Editor you should use the helper function Resources. But the function LoadAssetAtPath works fine without any issue for the html file type. 3. But: var path = The function below returns null. hideFlags = HideFlags. OpenScene, and then get all the sprites using GameObject. I’m adapting an infinite terrain script from youtube into a tiling script for my own purposes. ParseCSV(csvAsset. Am I missing a I’m trying to write a function in my custom editor to return a list of every asset in the same folder as the object being edited, all objects are contained within subdirectories of the Resources folder. I mainly use this to add Scriptable objects. 1309875. AssetDatabase. The Image data also seems to be overwriting the other item data scriptable objects. class NewBehaviourScript extends Editor I don’t think the asset exists yet while it’s getting imported, so the AssetDatabase. Any of the following changes will change the situation, so that objectData is no longer null: If the AssetPreloader asset is not in preloaded assets. FindObjectsOfType. LoadAssetAtPath is We don’t currently support editor loading. However we are still allowing existing Assets to continue working with the following constraints : The Packing Tags box in Texture Importer is now read-only. LoadAssetAtPath returns NULL when SetDirty and SaveAssets functions are in the same script---Jul 25, 2022. That would actually explain why the LoadAssetAtPath fails to ALL asset names and paths in Unity use forward slashes, even on Windows. When I press play here, and AfterSceneLoad is called, the objectData field will be null. By Design Votes. 6. , a custom MenuItem Is there any way to include files in a package in a way that can be loaded by EditorGUIUtility. using UnityEngine; using UnityEditor; public class MyPlayer : MonoBehaviour This function always return null in the standalone player or web player. Language. LoadAssetAtPath(assetPath,typeof(Texture2D)); returns null. 19f1 the LoadAssetAtPath for js file returns null. It works even when changing the uxml or uss (since Unity probably reloads all the Thank you for helping us improve the quality of Unity Documentation. Thank you all of you help me. Note: All asset names and paths in Unity use forward slashes, paths using backslashes will not work. asset file, the PKGame game = (PKGame)AssetDatabase. I’ve Hey Guys!, Managed to solve the problem . i While working on my own implementation of a slider with field I stumbled upon something I found strange and made it hard to get my slider working. It’s as if: (Texture2D)AssetDatabase. Load them no matter what I do. LoadAssetAtPath() returns null when loading asset copied with AssetDatabase. LoadAssetAtPath is Resources. LoadAllAssetsAtPath have a value,but AssetDatabase. I created an editor script to switch between different platforms and build I am attempting to load a prefabs (Projectile. If that weren’t the case, I think you’d be getting that NullReferenceException when you tried to call assetPreview. Hello there ! I have been trying to implement a very simple AssetPostProcessor to force the collider type on Tile assets during import, depending on the path of the asset. I’ve copied everything from the tutorial verbatim into my project and have been able create and This function always return null in the standalone player or web player. CreateInstance failed how ever if i have a class like this. The issue is following: RegisterValueChangedCallback also triggers when children change their value. Is this function Unity Pro only? I’m currently using a indie license. Common. using UnityEngine; using UnityEditor; public class MyPlayer : MonoBehaviour Description. LoadAssetAtPath inside packages it will return null. text);” - > Debug Prints “NULL” which means ScriptableObject. FindAssetEntry("My Asset"); var asset = I have a skinned model (FBX) in my project hierarchy with several animations. We encountered an issue where if the script is located in the package. I mean: will return null. 2020. prefab) from another AssetBundle (gun. I have this working perfect with custom levels (XML files) but I don’t know how to do it with GameObjects/Prefabs. This is what I have: Whenever I load a new scene with some prefabs in it, I want to preload the textures and draw them to the screen first before showing the scene to users, and therefore I figured out that I need to somehow obtain the referenced textures from those prefabs. var aaSettings = AddressableAssetSettings. LoadAssetAtPath<T>(assetPath) even doing var allAtPath = AssetDatabase. Load? The EditorGUIUtility. Found in. I’m creating a tetrahedral mesh and saving it in MSH file format. 0. Common; See if it does the This function always return null in the standalone player or web player. ) Material defaultMat = @Programmer yes its definitely returns null , because the Importer. prefab"; GameObject candyPrefab = To build user interface from a UXML template, you must first load the template into a VisualTreeAsset:. My assumption is that it would destroy the in-memory representation of an asset and free that memory. Tested in Unity 5. Note that this is the only technique I could figure out in order to get a refe I’m trying to use the following tutorial to get a better understanding of creating editor interfaces in unity and loading custom assets: Unity Connect I’m currently only focusing on the latter part of the tutorial which involves creating a simple editor for an inventory system. Chinese ; Spanish; Japanese; Korean; Portuguese; Search Issue Tracker. Chinese; Spanish; Japanese; Korean; Portuguese; Search Issue Tracker. Close. 2. And thank you for taking the time to help *+Description+* We have an issue where AssetDatabase. GUIDToAssetPath("6540af2be probably only queues import or is silently ignored, because it is called during another asset’s post-process, and Unity just can’t allow that. Reimport the “MyData” script. (It looks like it’s just returning the folder. LoadAllAssetsAtPath(assetPath); Returns all the While the AssetDatabase. I am having trouble with the item data and item combination data clearing its self. OnEnable after compiling if AssetDatabase. Manual ; Scripting API; unity3d. LoadAssetAtPath will never return a Hi, I’m trying to find a pattern that works for having a singleton class that shares data between the editor and the game. And thank you for taking the time to help why it does not trows exception if what is returned is null? i mean, i think it would be useful to tell me if the asset is not found, i wrote my own way of doing it, im a very noob girl to C# and Unity, have been learning for 1 year, i know i need a lot to learn and im sure the Unity engineers did it for a reason, but what do you guys think? im doing something bad? any idea This works great if I use “Reimport” from Unity after the textures have been imported, but upon the first automatic import, the material’s texture is never set. I’ve tried different paths and different resources. SaveAssetIfDirty gets called in OnDisable. LoadAssetAtPath and save it as a temporary prefab using PrefabUtility. Any feedback is appreciated, Thank you. This will not work if the Project window is set to one column layout. Open the Hi, I m trying to Instantiate Random objects on my map for decoration. LoadAssetAtPath is Thank you for helping us improve the quality of Unity Documentation. you have to use LoadAssetAtPath (like GargerathSunman said) but you had to add at the end of the path, the extention, so the code was like this: Thank you for helping us improve the quality of Unity Documentation. Select your preferred We have a PostBuild script that loads the js file as TextAsset We have been having this script since version 2019. CopyAsset EditorBuildScenes list = AssetDatabase. using UnityEngine; using UnityEditor; public class MyPlayer : MonoBehaviour I'm working in Unity 4. I thought it would be as simple as getting the asset path of the current object, splitting/rejoining that path to remove the asset’s name, then grabbing everything in the same I’m doing some automated material assignment for our project, and in OnAssignMaterialModel() of the AssetPostprocessor, I’m doing an AssetDatabase. Load("path/to/file. If you want to load something in Editor just use the normal AssetDatabase like so. Actually I’m not sure if it is a bug or not, I’m working with 2020. var template = EditorGUIUtility. And thank you for taking the time to help Some of the assets are over 1gb (volumetric point cloud captures) and so once the process finishes Unity is holding 20gb+ of memory which it gives back after I restart the editor. And note that doing an Is Destroyed Check also does a True Null Check. Suggest a change. The problem I am having is that the sprite is never shown on the prefab. Ok fair enough but why AssetDatabase. GetCorrespondingObjectFromSource() returns null This function always return null in the standalone player or web player. So, the thing is, AssetDatabase. 2f1 2021. 5. X Fixed in 2021. I also tried finding that object, then applying the Some third party library need synchronous IO interfaces for example the lua script integration. Read the pages carefully. More AssetDatabase. 3f1 and I think i have found out when it is happening. GetAssetPath still returns with the version number. However, I can’t Resources. Maybe there is a better solution for this, but I wasn’t able to find it. The problem I an encountering is that Object t is coming back null when it should be one of the subfolders of StreamingAssets. When I try to load a text file with a custom extension (they are actually a This function always return null in the standalone player or web player. using UnityEngine; using UnityEditor; public class MyPlayer : MonoBehaviour I’m using the following loop to grab files for an animation. I need helping solving this I Have 2 Data Classes that do not inherit from Unity is the ultimate game development platform. When I reimport my tile asset, the asset path is logged successfully but LoadAssetAtPath always returns null. I have my . I have 4 prefabs with different name in the project tree, and i want a prefab to spawn every second, but i want it to be randomized without using "if"'s, so i tried to save the prefabs names in an array and then Instantiate the GameObject that has the This function always return null in the standalone player or web player. The thing is, I can get the textures if I instantiate those prefabs, but I want to avoid that because I would be creating The following code always returns null: FolderImportSettingsList SettingsList = AssetDatabase. Here’s what my third attempt looks like: public class SingletonScriptableObject<T> : ScriptableObject where T : ScriptableObject { private static T s_Instance = null; public static T Instance { get { return GetInstance(); } } private static T _ return null;_ _}*_ Here’s a method using reflection to call ProjectBrowser. 2 2021. GetAssetPreview() is returning null after editing a prefab programatically via PrefabStageUtility. The SearchRequest it returns which will contain an array of PackageInfo for the different versions of that package when the request is complete. GetTransformPath @TommiH. ALL asset names and paths in Unity use forward slashes, even on Windows. Load” But it can’t load the texture // Assigns a texture named “Assets/Resources/glass” to a Plane. C#; Scripting API. I’ve seen speculations on the forums that it would physically delete the asset from the disk, but that seems highly unlikely, from the API design standpoint. You have to use path only as “Assets/SomeFolder/SomeAsset. 24, here is an example: [CreateAssetMenu(fileName = "BuildConfig. An example and explanation: var outerField = new . I am making a game and plan to allow the user to add custom objects. asset”); And every AssetDatabase. The js files loaded are all I cant get this to work right for some reason. X Votes. I’m loading the data in Unity but I’m unsure how to create a custom asset importer for this. Log and the pr Thank you for helping us improve the quality of Unity Documentation. Issue ID. This is what I’m doing (pseudo-code) : private Unity is the ultimate game development platform. Essentially what you get to know in the importer during OnPostProcessTexture is where the texture will be created. LoadAssetAtPath() Thank you for helping us improve the quality of Unity Documentation. 36f1. mat"; 4. If the OnLoad method is removed. Any ideas? var prefabPath : String = assetPath. However, we can still access such asset without any problems even if we change Because Unity is layered on top of C++, C# variables that point to objects sometimes act like they contain null. What I’ve done so far is this: AssetDatabase For the purposes of this discussion, let’s refer to x is null as “True Null Check” and x == null as “Is Destroyed Check”. The post is really old and I don’t know if the namespace changed but: There doesn’t seem to be a way to load the Prefab with the namespace EditorUtility, you have to use PrefabUtility instead. 5 seconds. 6 (Go to current version) Language English. VR. LoadAssetAtPath() immediately after loading the Unity editor, it does not return the full data. When creating a ScriptableObject in any folder (in this example - Resources folder), after we enter /exit play mode, any attempts to load an asset from that path (in the editor) result in null being returned. I got it working by creating the material during OnPostProcessTexture, and then using OnPostProcessAllAssets We are in the process of deprecating Sprite Packer Legacy(SpriteAtlas packing through option of PackingTags in the TextureImporter settings). LoadAssetAtPath(folderPath); The documentation wording is rather vague. Application. Here’s what I’m doing: foreach (Object o in Selection. GetDefault(true, true); var entry = aaSettings. Yes. LoadAssetAtPath calls, returns null. LoadAssetAtPath is Good day! I have a project set up using Addressables for multiple platforms (Windows, iOS, and Android). asset files under the ProjectSettings folder. LoadAssetAtPath is “Returns the first asset object of type type at given path assetPath. Notice that "Material == null: True" appears in the console 4. 4. Load. 3 it still reports a GUID even if the asset at the path does’nt exist ( havent tested Unity 2019, maybe that has changed in U2019 ? ) I use the following snippet and it works perfectly for me. GetObjectPath: Get the path of a Unity Object. And thank you for taking the time to help us improve the quality of Unity Documentation. So an Infantry unit should have a different UXMl from a tank unit and so on. asset", menuName = "Build Config")] public class BuildConfig : ScriptableObject { This used to work fine, but when we updated to 2022. To implement the lua require function the program should return content of the requried script immediately. LoadAssetAtPath<FolderImportSettingsList>(AssetDatabase. However, newMat always turns out to be null. Expected result: No “null\!” in the Console Actual result: We get “null\!” in the Console (which means that LoadAssetAtPath does not return any value) I’ve spent the past two hours trying to figure out how to save and load a Texture2D asset using AssetDatabase, but haven’t been able to figure it out. I’d like to hear from Unity Devs about what they are thinking. Editor, Resources, StreamingAssets, etc), there can only be one Editor Default Resources folder, Finally I got the way through EditorApplication. 1 2020. OpenPrefab(). games", typeof(PKGame)); But game is null when I execute the code. Load()” but I need to load assets from a custom file in the build directory. DeepAssets)) { var texture = AssetPreview. Submission failed. I use this code in an other loop which instantiate ground. And thank you for taking the time to help Thank you for helping us improve the quality of Unity Documentation. If the asset is not found LoadAssetAtPath returns Null. g. Still, i can change mostly of the setting with this code but I’m Hi all, i’m currently working on a project where I want to change a UXML file depending on the unit type that I select. LoadAssetAtPath(“Assets/Scenes/DemoBuildDefs/Demo. GetSceneObjectPreview: Returns a scene object preview to be used in the search view. Atlases based on Packing Tags are not automatically i have a problem with my unity code and i can't get it why it doesn't work. 17. 1. However, I have to switch platforms individually and then build Addressables for each one, which is very time-consuming. 1. But doing so would destroy the Asset that is already there. CopyAsset() of base versions of materials to be assigned to objects and then have a couple maps unique to that object assigned to it. function OnGUI () 2. Login Create account. Thanks! //Ohm Thank you for helping us improve the quality of Unity Documentation. the thing is , even hardcoding the acceptable path for Resource. You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license Found in. LoadAssetAtPath is Hi, I am working on an editor menu item that simplifies my object placement. The problem is that ModelImporter don’t have that property class so i suppose I need to use SerializedObject to get the inspector material selection. Load function looks for files in the Assets/Editor Default Resources folder and unlike most other special named folders in Unity (e. Else it is the asset name. The lua vm was written in c which is not yieldable thus the asynchronous IO can’t work for it. If it is a GameObject or a Component it is the . 1 If I open the Project Settings, navigate to Input System Package, private void CreateUI() { var projectSettingsAsset = AssetDatabase. LoadAssetAtPath is This function always return null in the standalone player or web player. ” vs “Returns the main asset object at assetPath. Note that this only works in the editor. Regression. That seems to work since I can see the files appear in the Resources folder. I have an editor script which I wrote to extract its animations and save them as individual assets. Hi, i’m working on a scripted importer and i’m trying to access a folder and i need to access it as an asset. AssetSettingsProvider is a specialization of the SettingsProvider class that converts legacy settings to Unified Settings. Fixed in 2022. LoadPrefabContents with fbx files is to first load the fbx file using AssetDatabase. Open the project “Case” 2. Nice day everyone, Recently I try to do some practice with unity editor script, I have not understand clearly about LoadAssetAtPath, LoadAllAssetAtPath, LoadMainAssetAtPath. I just say “most likely” because we generally have been looking at the AssetReference workflow via components exposing refrences and them being set in the editor. ” “Returns an array of all asset objects at assetPath. Example: I believe there is currently no easy solution to do this in scripting. 0b11 Having a problem with prefab creation, where SaveAsPrefabAsset() is successful but returns null. loadedLevelName; string candyPath = "Assets/Prefabs/" + sceneName + ". Also you’re most likely going to want to use JsonUtility or Json. Success! Thank you for helping us improve the quality of Unity Documentation. I’ve tried creating a custom component to hold the imported mesh: using UnityEngine; namespace Cradle. Does anyone have any clue why this doesn’t work? I checked in an explorer window and the material does get copied over correctly. Legacy settings include any settings that used the Inspector to modify themselves, such as the *. Note: All asset names & paths in Unity use forward slashes, paths using backslashes will not work. This causes our system to ALL asset names and paths in Unity use forward slashes, even on Windows. LoadAssetAtPath("Assets/GameData/Games/01. As binding the script to a game object, I can see the created sprite of the public member in the script inspector, but when I click the attribute field in the inspector, the editor cannot focus the texture in the project window, which can be done if I drag Thank you for helping us improve the quality of Unity Documentation. But I keep getting a null return in my Debug. See Resources. EncodePNG. Expected result: "Material == null: True" should not be true when the asset is copied with AssetDatabase. I have an editor script in which I’m attempting to get the path of a user selected material. CopyAsset() This function always return null in the standalone player or web player. SaveAsPrefabAsset, then load its contents, modify it and save the children as prefabs, and afterwards delete the temporary prefab again. Have all sorts of lovely things working (lol, first time doing editor scripting, loving the flexibility), but this one thing will not budge. Most likely we need to add an early-out to that getter if both the cached asset and the guid are null. The Code in Question (C#): public class Hello, I found a wired behavior about AssetDatabase. Use Unity to build high-quality 3D and 2D games, deploy them across mobile, desktop, VR/AR, consoles or the Web, and connect with loyal and enthusiastic players and customers. I am trying to create custom property drawers that show images of the Item data I provide. You can’t load an abitrary asset via a path in your game since Unity only includes those assets into a build which are referenced by a scene or script and those in a “Ressources” folder. 11. ” These are all technically correct, but are so brief and so similar that they are hard to differentiate. it seems that, against what the Unity Doc Says, the importer work is not completely Finish when Triggers the OnPostprocessSprites() Event. LoadAllAssetsAtPath(assetPath); Returns all the assets correctly, and they are You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Select your preferred Stack Overflow for Teams Where developers & technologists share private knowledge with coworkers; Advertising & Talent Reach devs & technologists worldwide about your product, service or employer brand; OverflowAI GenAI features for Teams; OverflowAPI Train & fine-tune LLMs; Labs The future of collective knowledge sharing; About the company ALL asset names and paths in Unity use forward slashes, even on Windows. unity3d). This function always return null in the standalone player or web player. And thank you for taking the time to help 3. All the sprites and SpriteAtlas that are being used by the Projectile prefab are in another AssetBundle (vfx_projectiles. FindAssets query does return a assetGUID and the GUIDToAssetPath does return a path to a valid . You have not add to path Application. copyMatFilePath = See the pic,AssetDatabase. Am I using the Returns a resource at an asset path (Editor Only). Is there a specific way on handling asset loading inside packages? Somewhere around here in a closed topic it was mentioned that the path should be without the version number. If the asset is not found LoadAssetAtPath My problem is LoadAssetAtPath will return null in EditorWindow. Rect to center a window on the main Unity Editor window. None; Hey all, I am making a copy of a material asset and am trying to load it right after. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable. LoadMainAssetAtPath,AssetDatabase Unity is the ultimate game development platform. LoadAssetAtPath plan is probably a bad idea. CreateAsset<EnemyData >("EnemyData"); It Works Perfectly!!! Whether you assign using drag and drop from the Addressables window or you use the inline popup, it seems the custom property drawer does not draw does not properly dirty the object or save it’s serialized value. I tried finding the scriptable object via AssetDatabase and then using that as the main asset, but that did not work. zph shc hsjwts mtgzyjg uzuye rpuxsp sfe qtbaywa udbzqqa efqhkty