# GetAssetOrScenePath(Object)

> Returns the path name relative to the project folder where the asset or scene is stored.

## Definition

* **Type:** Method
* **Namespace:** [UnityEditor](/engine/6000.3/script-reference/unityeditor.md)
* **Assembly:** UnityEditor

```csharp
public static string GetAssetOrScenePath(Object assetObject)
```

### Parameters

**** (\[Object]\(/engine/6000.3/script-reference/unityengine/object)): The asset object to check.

### Returns

| Type                                                           | Description |
| -------------------------------------------------------------- | ----------- |
| [string](https://learn.microsoft.com/dotnet/api/system.string) |             |

### Remarks

All paths are relative to the project folder, for example: "Assets/MyTextures/hello.png"

When a GameObject is part of a scene, the scene path is returned.

### Examples

```csharp
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEngine.SceneManagement;

public class AssetDatabaseExamples : MonoBehaviour
{
    [MenuItem("AssetDatabase/Get Asset Or Scene Path Example")]
    static void GetAssetOrScenePathExample()
    {
        var asset = AssetDatabase.LoadAssetAtPath("Assets/Prefabs/Cube123.prefab", typeof(GameObject));
        //This will output Assets/Prefabs/Cube123.prefab
        Debug.Log(AssetDatabase.GetAssetOrScenePath(asset));
        var clone = Instantiate(asset);
        EditorSceneManager.SaveScene(SceneManager.GetActiveScene());
        //This will output Assets/Scenes/SampleScene.unity
        Debug.Log(AssetDatabase.GetAssetOrScenePath(clone));
    }
}
```
