Documentation

Unity Engine

Unity Engine

RenderStaticPreview(string, Object[], int, int)

Renders the static preview of an asset, such as its thumbnail in the Project window.
Read time 2 minutesLast updated 3 days ago

Definition

  • Type: Method
  • Namespace: UnityEditor
  • Assembly: UnityEditor.CoreModule
public virtual Texture2D RenderStaticPreview(string assetPath, Object[] subAssets, int width, int height)

Parameters

assetPath

The project-relative path of the asset to operate on.

subAssets

An array of all assets at assetPath.

width

Width of the created texture in pixels.

height

Height of the created texture in pixels.

Returns

Type

Description

Texture2DThe generated static preview
Texture2D
, or
null
if Unity uses the default icon.

Remarks

Override
RenderStaticPreview
to render a list of assets into a single texture. This method needs custom source code that can merge the assets together. The size of the created texture can be supplied by the provided width and height.
If the method returns null, Unity uses the built-in icon for the class type.
Unity calls
RenderStaticPreview
when it imports the preview of an asset, and stores the returned texture in the Library folder. Unity updates the stored preview only when the asset, an asset it references, or the active render pipeline changes.
Important: Don't read other data in
RenderStaticPreview
, such as EditorPrefs values, project settings, static fields, or files and assets that the asset doesn't reference, because Unity doesn't update the preview when that data changes. If the preview depends on other data, store that data in the asset or in an asset that it references.

Examples

// Render the provided asset texture into an Inspector thumbnail.using UnityEngine;using System.Collections;using UnityEditor;using System.IO;public class Example : ScriptableObject{ public Texture2D PreviewIcon;}[CustomEditor(typeof(Example))]public class ExampleEditor : UnityEditor.Editor{ public static void CreateAsset<Example>() where Example : ScriptableObject { Example asset = ScriptableObject.CreateInstance<Example>(); string path = AssetDatabase.GetAssetPath(Selection.activeObject); if (path == "") { path = "Assets"; } else if (Path.GetExtension(path) != "") { path = path.Replace(Path.GetFileName(AssetDatabase.GetAssetPath(Selection.activeObject)), ""); } string assetPathAndName = AssetDatabase.GenerateUniqueAssetPath(path + "/New " + typeof(Example).ToString() + ".asset"); AssetDatabase.CreateAsset(asset, assetPathAndName); EditorUtility.FocusProjectWindow(); Selection.activeObject = asset; } [MenuItem("Examples/RenderStaticPreview example")] public static void CreateAsset() { CreateAsset<Example>(); } public override void OnInspectorGUI() { Example e = (Example)target; EditorGUI.BeginChangeCheck(); // Example has a single arg called PreviewIcon which is a Texture2D e.PreviewIcon = (Texture2D) EditorGUILayout.ObjectField( "Thumbnail", // string e.PreviewIcon, // Texture2D typeof(Texture2D), // Texture2D object, of course false // allowSceneObjects ); if (EditorGUI.EndChangeCheck()) { EditorUtility.SetDirty(e); AssetDatabase.SaveAssets(); Repaint(); } } public override Texture2D RenderStaticPreview(string assetPath, Object[] subAssets, int width, int height) { // The target is the asset at assetPath. Example example = (Example)target; // Use the default icon for the asset type. if (example == null || example.PreviewIcon == null) return null; // The asset references the texture in PreviewIcon, so changing it updates the preview. // example.PreviewIcon must be a supported format: ARGB32, RGBA32, RGB24, // Alpha8 or one of float formats Texture2D tex = new Texture2D (width, height); EditorUtility.CopySerialized (example.PreviewIcon, tex); return tex; }}