Version: Unity 6 Preview (6000.0)
LanguageEnglish
  • C#

AssetDatabase.GetTypeFromPathAndFileID

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Declaration

public static Type GetTypeFromPathAndFileID(string assetPath, long localIdentifierInFile);

Parameters

assetPath The Asset's path.
localIdentifierInFile The object's local file identifier.

Returns

Type The object's type.

Description

Gets an object's type from an Asset path and a local file identifier.

The following script example shows how to get the types of a nested asset. A material asset is added to a scriptable object asset (in this case called DummyObject), and the types of these two assets are extracted by calling GetTypeFromPathAndFileID.

using UnityEngine;
using UnityEditor;

public class GetTypeFromPathAndFileIDExample {

// Create a menu item under the GameObject menu. [MenuItem("AssetDatabase/GetTypeFromPathAndFileIDExample")] static void GetNestedType() { // Create a simple material object. Material material = new Material(Shader.Find("Specular")); material.name = "My material";

// Create an instance of a simple scriptable object DummyObject scriptableObject = ScriptableObject.CreateInstance<DummyObject>(); scriptableObject.name = "My scriptable object";

// Create the scriptable object asset AssetDatabase.CreateAsset(scriptableObject, "Assets/myScriptableObject.asset");

// Add the material to the scriptable object asset AssetDatabase.AddObjectToAsset(material, scriptableObject); AssetDatabase.SaveAssets();

// Get the path of the created asset string scriptableObjectPath = AssetDatabase.GetAssetPath(scriptableObject);

// Get the GUID and the local file identifier of the scriptable object and the material. string materialGUID, scriptableObjectGUID; long materialFileID, scriptableObjectFileID; AssetDatabase.TryGetGUIDAndLocalFileIdentifier(scriptableObject, out scriptableObjectGUID, out scriptableObjectFileID); AssetDatabase.TryGetGUIDAndLocalFileIdentifier(material, out materialGUID, out materialFileID);

// Print type, local file identifier and path of the two assets. // Notice that the nested assets has the same path as the parent but different local file identifier. Debug.Log(scriptableObject.name+" type: "+ AssetDatabase.GetTypeFromPathAndFileID(scriptableObjectPath, scriptableObjectFileID) + ", fileID: "+scriptableObjectFileID+", path: " + scriptableObjectPath); Debug.Log(material.name+" type: "+ AssetDatabase.GetTypeFromPathAndFileID(scriptableObjectPath, materialFileID) + ", fileID: " + materialFileID + ", path: " + scriptableObjectPath); } }

public class DummyObject : ScriptableObject { public string objectName = "dummy"; }