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Unity Engine


SetLabels(Object, string[])

Replaces the list of labels on an asset.
Read time 1 minuteLast updated 6 days ago

Definition

  • Type: Method
  • Namespace: UnityEditor
  • Assembly: UnityEditor
public static void SetLabels(Object obj, string[] labels)

Parameters

The asset object.

labels

An array of labels.

Remarks

SetLabels(obj, null)
is safe and is equivalent to clearing the labels.
Don't set labels between calls to AssetDatabase.StartAssetEditing and AssetDatabase.StopAssetEditing. Labels are only visible to AssetDatabase.GetLabels after AssetDatabase.StopAssetEditing is called.
The following example adds the
Vegetation
label to the assets selected in the Project window:

Examples

using System.Linq;using UnityEditor;using UnityEngine;static class VegetationLabeler{ [MenuItem("Tools/Add Vegetation Label")] static void AddVegetationLabelToSelection() { foreach (string guid in Selection.assetGUIDs) { string path = AssetDatabase.GUIDToAssetPath(guid); Object asset = AssetDatabase.LoadMainAssetAtPath(path); string[] currentLabels = AssetDatabase.GetLabels(asset); if (currentLabels.Contains("Vegetation")) { continue; } // SetLabels replaces the whole list, so append to the labels // the asset already has. AssetDatabase.SetLabels( asset, currentLabels.Append("Vegetation").ToArray()); } }}