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Unity Engine


SaveFolderPanel(string, string, string)

Displays the "save folder" dialog and returns the selected path name.
Read time 1 minuteLast updated 6 days ago

Definition

  • Type: Method
  • Namespace: UnityEditor
  • Assembly: UnityEditor.CoreModule
public static string SaveFolderPanel(string title, string folder, string defaultName)

Parameters

title


folder


defaultName

Returns

Type

Description

string

Remarks

EditorUtilitySaveFolderPanel (SaveFolderPanel(string, string, string))
Save Folder Panel.

Examples

using UnityEngine;using UnityEditor;using System.IO;public class SaveFolderPanelExample : EditorWindow{ [MenuItem("Example/Save Textures To Folder")] static void Apply() { Object[] textures = Selection.GetFiltered(typeof(Texture2D), SelectionMode.Unfiltered); if (textures.Length == 0) { EditorUtility.DisplayDialog("Select Textures", "You must select at least one texture first!", "OK"); return; } string path = EditorUtility.SaveFolderPanel("Save textures to folder", "", ""); if (path.Length != 0) { foreach (Texture2D texture in textures) { Texture2D processedTex = texture; byte[] pngData = processedTex.EncodeToPNG(); if (pngData != null) File.WriteAllBytes(path + "/" + texture.name + ".png", pngData); else Debug.Log("Could not convert " + texture.name + " to png. Skipping saving texture."); } // Just in case we are saving to the asset folder, tell Unity to scan for modified or new assets AssetDatabase.Refresh(); } }}