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Unity Engine


GetTypeFromPathAndFileID(string, long)

Gets an object's type from an Asset path and a local file identifier.
Read time 1 minuteLast updated 10 days ago

Definition

  • Type: Method
  • Namespace: UnityEditor
  • Assembly: UnityEditor.CoreModule
public static Type GetTypeFromPathAndFileID(string assetPath, long localIdentifierInFile)

Parameters

assetPath

The Asset's path.

localIdentifierInFile

The object's local file identifier.

Returns

Type

Description

TypeThe object's type.

Remarks

The following script example shows how to get the types of a nested asset. A material asset is added to a scriptable object asset (in this case called DummyObject), and the types of these two assets are extracted by calling GetTypeFromPathAndFileID.

Examples

using UnityEngine;using UnityEditor;public class GetTypeFromPathAndFileIDExample{ // Create a menu item under the GameObject menu. [MenuItem("AssetDatabase/GetTypeFromPathAndFileIDExample")] static void GetNestedType() { // Create a simple material object. Material material = new Material(Shader.Find("Specular")); material.name = "My material"; // Create an instance of a simple scriptable object DummyObject scriptableObject = ScriptableObject.CreateInstance<DummyObject>(); scriptableObject.name = "My scriptable object"; // Create the scriptable object asset AssetDatabase.CreateAsset(scriptableObject, "Assets/myScriptableObject.asset"); // Add the material to the scriptable object asset AssetDatabase.AddObjectToAsset(material, scriptableObject); AssetDatabase.SaveAssets(); // Get the path of the created asset string scriptableObjectPath = AssetDatabase.GetAssetPath(scriptableObject); // Get the GUID and the local file identifier of the scriptable object and the material. string materialGUID, scriptableObjectGUID; long materialFileID, scriptableObjectFileID; AssetDatabase.TryGetGUIDAndLocalFileIdentifier(scriptableObject, out scriptableObjectGUID, out scriptableObjectFileID); AssetDatabase.TryGetGUIDAndLocalFileIdentifier(material, out materialGUID, out materialFileID); // Print type, local file identifier and path of the two assets. // Notice that the nested assets has the same path as the parent but different local file identifier. Debug.Log(scriptableObject.name+" type: "+ AssetDatabase.GetTypeFromPathAndFileID(scriptableObjectPath, scriptableObjectFileID) + ", fileID: "+scriptableObjectFileID+", path: " + scriptableObjectPath); Debug.Log(material.name+" type: "+ AssetDatabase.GetTypeFromPathAndFileID(scriptableObjectPath, materialFileID) + ", fileID: " + materialFileID + ", path: " + scriptableObjectPath); }}public class DummyObject : ScriptableObject { public string objectName = "dummy";}