# GetAtPath(string)

> Retrieves the asset importer for the asset at path.

## Definition

* **Type:** Method
* **Namespace:** [UnityEditor](/engine/6000.6/script-reference/unityeditor.md)
* **Assembly:** UnityEditor.CoreModule

```csharp
public static AssetImporter GetAtPath(string path)
```

### Parameters

**** (\[string]\(https\://learn.microsoft.com/dotnet/api/system.string)): The project-relative path of the asset to find the asset importer for.

### Returns

| Type                                                                          | Description                                                                         |
| ----------------------------------------------------------------------------- | ----------------------------------------------------------------------------------- |
| [AssetImporter](/engine/6000.6/script-reference/unityeditor/assetimporter.md) | The `AssetImporter` for the given asset path, or `null` if the asset doesn't exist. |

### Remarks

Additional Resources: [ModelImporter](/engine/6000.6/script-reference/unityeditor/modelimporter.md), [TextureImporter](/engine/6000.6/script-reference/unityeditor/textureimporter.md), [AudioImporter](/engine/6000.6/script-reference/unityeditor/audioimporter.md).

### Examples

```csharp
using UnityEngine;
using UnityEditor;
public class GetAtPathExample
{
    [MenuItem("Tools/GetAtPathExample")]
    static void Example()
    {
        //Get AssetImporter for a specific asset
        var importer = AssetImporter.GetAtPath("Path/To/Your/Asset");

        //Set AssetBundleName
        importer.assetBundleName = "new_asset_pack_bundle_name";
        Debug.Log($"Set AssetBundleName to: {importer.assetBundleName} for: {importer.assetPath}");
    }
}
```
