ToString()
Obtains the string representation of the unique object identifier.
Read time 1 minuteLast updated 10 days ago
Definition
- Type: Method
- Namespace: UnityEditor
- Assembly: UnityEditor
public override string ToString()
Returns
Type | Description |
|---|---|
| string | The string representation of the |
Remarks
The string representation of a can be serialized, then used at a later time to re-initialize a struct.
GlobalObjectIdGlobalObjectIDThe format of the string representation of the ID is , where:
GlobalObjectId_V1-{i}-{a}-{l}-{p}- is the identifier type represented by an integer (0 = Null, 1 = Imported Asset, 2 = Scene Object, 3 = Source Asset).
{i} - is the asset GUID. This is a globally unique identifier that Unity assigns to every newly discovered asset. For more information, refer to Asset Metadata in the Manual.
{a} - is the local file ID of the object. For objects inside a prefab instance, this ID is the local file ID of the original source object that is part of the prefab. For more information, refer to GlobalObjectId.targetObjectId.
{l} - is the local file ID of the prefab instance of the object. If the object isn't part of a prefab instance, then
{p}is{p}.0
Note: Actual local file IDs are signed 64-bit values and can be negative. But in a , these values are cast to GlobalObjectId.targetObjectId, which is an unsigned 64-bit value (). Therefore, a negative local file ID will lose its sign when saved to a and you should not rely on the value of , or the element from the string representation of a GlobalObjectID, to find an object.
GlobalObjectIdulongGlobalObjectIdtargetObjectId{l}Additional Resources: GlobalObjectId.TryParse