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Unity Engine

ImportAsset(string, ImportAssetOptions)

Import asset at path.
阅读时间1 分钟最后更新于 1 个月前

Definition

  • Type: Method
  • Namespace: UnityEditor
  • Assembly: UnityEditor.CoreModule
public static void ImportAsset(string path, ImportAssetOptions options)

Parameters

path

The path of the asset to import.

The ImportAssetOptions to apply to the import.

Remarks

Import an asset at the specified path. Calling this method triggers a number of callbacks including AssetModificationProcessor.OnWillSaveAssets(string[]) and AssetPostprocessor.OnPostprocessAllAssets(string[], string[], string[], string[], bool).
All paths are relative to the project folder, for example: "Assets/MyTextures/hello.png"
Additional Resources: ImportAssetOptions.

Examples

using System.IO;using UnityEditor;using UnityEngine;public class ImportAssetExample : MonoBehaviour{ [MenuItem("APIExamples/ImportAsset")] static void ImportAssetOnlyImportsSingleAsset() { string[] fileNames = new[] { "test_file01.txt", "test_file02.txt" }; for (int i = 0; i < fileNames.Length; ++i) { var unimportedFileName = fileNames[i]; var assetsPath = Application.dataPath + "Artifacts" + unimportedFileName; File.WriteAllText(assetsPath, "Testing 123"); } var relativePath = "Assets/Artifacts/test_file01.txt"; AssetDatabase.ImportAsset(relativePath); }}public class PostProcessImportAsset : AssetPostprocessor{ //Based on this example, the output from this function should be: // OnPostprocessAllAssets // Imported: Assets/Artifacts/test_file01.txt // //test_file02.txt should not even show up on the Project Browser //until a refresh happens. static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths) { Debug.Log("OnPostprocessAllAssets"); foreach (var imported in importedAssets) Debug.Log("Imported: " + imported); foreach (var deleted in deletedAssets) Debug.Log("Deleted: " + deleted); foreach (var moved in movedAssets) Debug.Log("Moved: " + moved); foreach (var movedFromAsset in movedFromAssetPaths) Debug.Log("Moved from Asset: " + movedFromAsset); }}