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Unity Engine


LazyLoadReference<T>

Serializable lazy reference to a UnityEngine.Object contained in an asset file.
Read time 2 minutesLast updated 4 days ago

Definition

  • Type: Struct
  • Namespace: UnityEngine
  • Assembly: UnityEngine.CoreModule
public struct LazyLoadReference<T> where T : Object

Remarks

Allows an asset to reference another asset but delays loading the referenced asset until it is used, instead of loading it when the referencing object is deserialized. This deferred loading behavior only works in the Editor. In a standalone player, a
LazyLoadReference
behaves like a direct reference: the referenced asset is loaded at deserialization time together with the object that references it.
Typical use cases:
  • For importer settings that need to reference assets but reading the settings from disk cannot load the referenced assets because they may not be imported and are not yet accessible.
  • For reducing the time it takes to open a scene by loading only the assets needed for the initial set up, or display, in Edit Mode.
Notes:
  • A lazy reference has a slight performance overhead compared to a direct reference.
  • This deferred loading behavior only works in the Editor. In a standalone player, a
    LazyLoadReference
    behaves like a direct reference: the referenced asset is loaded at deserialization time together with the object that references it.
    LazyLoadReference
    cannot be used to defer or optimize asset loading at runtime.

Examples

using UnityEditor.AssetImporters;using UnityEngine;[ScriptedImporter(1, "foo")]public class FooImporter : ScriptedImporter{ public LazyLoadReference<Material> m_DefaultMaterial; public override void OnImportAsset(AssetImportContext ctx) { // At this point, 'm_DefaultMaterial' may refer to a material that has yet to be loaded into memory Material mat; if (!m_DefaultMaterial.isSet) // 'isSet' Does not load the referenced material even if not in memory. { mat = new Material(Shader.Find("Transparent/Diffuse")); ctx.AddObjectToAsset("mat", mat); } else { mat = m_DefaultMaterial.asset; // Will load referenced material if it is not already in memory. } var obj = GameObject.CreatePrimitive(PrimitiveType.Cube); obj.transform.GetComponent<MeshRenderer>().material = mat; ctx.AddObjectToAsset("main", obj); ctx.SetMainObject(obj); }}

Constructors

Constructor

Description

LazyLoadReference`1(`0)Construct a new LazyLoadReference.
LazyLoadReference`1(UnityEngine.EntityId)Construct a new LazyLoadReference.

Properties

Property

Description

assetAccessor to the referenced asset.
entityIdReturns the EntityId to the referenced asset.
isBrokenConvenience property that checks whether the reference is broken: refers to an object that is either not available or not loadable.
isSetDetermines if an asset is being targeted, regardless of whether the asset is available for loading.