RenderStaticPreview(string, Object[], int, int)
Renders the static preview of an asset, such as its thumbnail in the Project window.
阅读时间2 分钟最后更新于 3 天前
Definition
- Type: Method
- Namespace: UnityEditor
- Assembly: UnityEditor.CoreModule
public virtual Texture2D RenderStaticPreview(string assetPath, Object[] subAssets, int width, int height)
Parameters
Returns
Type | Description |
|---|---|
| Texture2D | The generated static preview |
Remarks
Override 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.
RenderStaticPreviewIf the method returns null, Unity uses the built-in icon for the class type.
Unity calls 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.
RenderStaticPreviewImportant: Don't read other data in , 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.
RenderStaticPreviewExamples
// 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; }}