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Unity Engine


IsMainAsset

Checks whether the asset is a main asset in the Project window.
Read time 2 minutesLast updated 14 days ago

Definition

  • Type: Method
  • Namespace: UnityEditor
  • Assembly: UnityEditor

IsMainAsset(Object)

Checks whether the asset is a main asset in the Project window.
public static bool IsMainAsset(Object obj)

Parameters

The object of the asset.

Returns

Type

Description

boolTrue if the asset is a main asset, false otherwise.

Remarks

For example, an imported model has a GameObject as its root and several meshes and child GameObjects in an expanded state. The root GameObject is the main asset in this case.

Examples

using UnityEditor;using UnityEngine;public class Scriptable : ScriptableObject{}public class AssetDatabaseExamples : MonoBehaviour{ [MenuItem("AssetDatabase/Is Main Asset Example")] static void IsMainAssetExample() { var materialAsset = new Material(Shader.Find("Standard")); //materialAsset is still in memory, therefore this will be False Debug.Log(AssetDatabase.IsMainAsset(materialAsset)); //Create a Scriptable object var scriptableAssetPath = "Assets/ScriptableObjects/NewObject.asset"; var mainAsset = ScriptableObject.CreateInstance<Scriptable>(); AssetDatabase.CreateAsset(mainAsset, scriptableAssetPath); //Add the Material Asset to the Scriptable object, so that the Material becomes a Sub Asset of the Scriptable object AssetDatabase.AddObjectToAsset(materialAsset, scriptableAssetPath); AssetDatabase.SaveAssets(); //This will be false because material asset has been added to the main Asset and is now a Sub Asset Debug.Log(AssetDatabase.IsMainAsset(materialAsset)); //Remove the subAsset from the Scriptable object and create it as an Asset AssetDatabase.RemoveObjectFromAsset(materialAsset); AssetDatabase.CreateAsset(materialAsset, "Assets/Materials/New Mat0.mat"); //This will be True because the material is now the main Asset Debug.Log(AssetDatabase.IsMainAsset(materialAsset)); }}

IsMainAsset(int)

Checks whether the asset is a main asset in the Project window.
public static bool IsMainAsset(int instanceID)

Parameters

instanceID

The instanceID of the asset.

Returns

Type

Description

boolTrue if the asset is a main asset, false otherwise.

Remarks

For example, an imported model has a GameObject as its root and several meshes and child GameObjects in an expanded state. The root GameObject is the main asset in this case.

Examples

using UnityEditor;using UnityEngine;public class Scriptable : ScriptableObject{}public class AssetDatabaseExamples : MonoBehaviour{ [MenuItem("AssetDatabase/Is Main Asset Example")] static void IsMainAssetExample() { var materialAsset = new Material(Shader.Find("Standard")); //materialAsset is still in memory, therefore this will be False Debug.Log(AssetDatabase.IsMainAsset(materialAsset)); //Create a Scriptable object var scriptableAssetPath = "Assets/ScriptableObjects/NewObject.asset"; var mainAsset = ScriptableObject.CreateInstance<Scriptable>(); AssetDatabase.CreateAsset(mainAsset, scriptableAssetPath); //Add the Material Asset to the Scriptable object, so that the Material becomes a Sub Asset of the Scriptable object AssetDatabase.AddObjectToAsset(materialAsset, scriptableAssetPath); AssetDatabase.SaveAssets(); //This will be false because material asset has been added to the main Asset and is now a Sub Asset Debug.Log(AssetDatabase.IsMainAsset(materialAsset)); //Remove the subAsset from the Scriptable object and create it as an Asset AssetDatabase.RemoveObjectFromAsset(materialAsset); AssetDatabase.CreateAsset(materialAsset, "Assets/Materials/New Mat0.mat"); //This will be True because the material is now the main Asset Debug.Log(AssetDatabase.IsMainAsset(materialAsset)); }}