LoadAllAssetsAtPath(string)
Obtains an array of all assets at assetPath.
Read time 1 minuteLast updated 5 days ago
Definition
- Type: Method
- Namespace: UnityEditor
- Assembly: UnityEditor.CoreModule
public static Object[] LoadAllAssetsAtPath(string assetPath)
Parameters
Filesystem path to the asset.
Returns
Type | Description |
|---|---|
| Object[] | Returns an array of all assets at |
Remarks
Some asset files might contain multiple sub assets (such as a Maya file which may contain multiple Meshes and GameObjects).
All paths are relative to the project folder, for example: "Assets/MyTextures/hello.png".
This method returns the main Asset and all sub Assets at a given path, including those hidden in the Project view.
Note: The main asset is not guaranteed to be at index 0 in the array
Additional Resources: AssetDatabase.LoadMainAssetAtPath, AssetDatabase.LoadAllAssetRepresentationsAtPath, AssetDatabase.AddObjectToAsset, HideFlags.HideInHierarchy, EditorUtility.UnloadUnusedAssetsImmediate.
using UnityEngine;using UnityEditor;public class Example : MonoBehaviour{ [MenuItem("AssetDatabase/LoadAllAssetsAtPath")] private static void PrintAssets() { Object[] data = AssetDatabase.LoadAllAssetsAtPath("Assets/MySpriteTexture.png"); Debug.Log(data.Length + " Assets"); foreach (Object o in data) { Debug.Log(o); } // outputs: // 5 Assets // MySpriteTexture (UnityEngine.Texture2D) // MyTexture_0 (UnityEngine.Sprite) // MyTexture_1 (UnityEngine.Sprite) // MyTexture_2 (UnityEngine.Sprite) // MyTexture_3 (UnityEngine.Sprite) }}
Additional Resources: AssetDatabase.LoadAssetAtPath.