CopyAssets(string[], string[])
Duplicates assets in paths and stores them in newPaths.
Read time 1 minuteLast updated 10 days ago
Definition
- Type: Method
- Namespace: UnityEditor
- Assembly: UnityEditor
public static bool CopyAssets(string[] paths, string[] newPaths)
Parameters
Returns
Type | Description |
|---|---|
| bool | Returns true if the copy operation is successful or false if part of the process fails. |
Remarks
All paths are relative to the project folder, for example: "Assets/MyTextures/hello.png". paths and newPaths must contain the same number of items.
using UnityEngine;using UnityEditor;public class AssetDatabaseExamples : MonoBehaviour{ [MenuItem("AssetDatabase/Duplicate Materials")] static void DuplicateMaterials() { string[] sourcePaths = new [] { "Assets/Materials/CarMaterial.mat", "Assets/Materials/TruckMaterial", "Assets/Materials/BoatMaterial" }; string[] targetPaths = new [] { "Assets/Duplicates/Materials/CarMaterial_Dup.mat", "Assets/Duplicates/Materials/TruckMaterial_Dup", "Assets/Duplicates/Materials/BoatMaterial_Dup" }; if(!AssetDatabase.CopyAssets(sourcePaths, targetPaths)) Debug.LogWarning($"Failed to copy assets"); }}
You cannot use this function during an import (either in process or from an asset worker), as it would result in new assets created in the middle of an import. Any errors and warnings from the copy operation are reported in the log and the console.