CreateScriptableObjectAsset

From Unify Community Wiki
(Difference between revisions)
Jump to: navigation, search
(Usage)
(Usage)
Line 8: Line 8:
  
 
== Usage ==
 
== Usage ==
Copy ScriptableObjectUtility.cs into your project. Then create a class like YourClassAsset.cs, replacing YourClass with the name of your ScriptableObject-inheriting class, and place it in an Editor folder. You will now be able to create a unique YourClass asset file from the Asset menu.
+
Copy ScriptableObjectUtility.cs into your project. Then create a class like YourClassAsset.cs, replacing YourClass with the name of your ScriptableObject-inheriting class, and place it in an Editor folder. You will now be able to create a uniquely named YourClass asset file from the Asset menu.
  
 
=== ScriptableObjectUtility.cs ===
 
=== ScriptableObjectUtility.cs ===

Revision as of 04:09, 31 July 2011

Author: Brandon Edmark

Contents

Description

This is a method to easily create a new instance of a ScriptableObject-derived class as a unique asset in the currently selected project path. It mimics the way Unity's built-in assets are created.

ScriptableObject asset files are useful for storing data that doesn't fit naturally within the MonoBehaviour/GameObject Prefab system. Since they use Unity's built-in serialization, ScriptableObject assets are much easier to work with in Unity than XML, CSV, or other traditional ways of storing such data.

Usage

Copy ScriptableObjectUtility.cs into your project. Then create a class like YourClassAsset.cs, replacing YourClass with the name of your ScriptableObject-inheriting class, and place it in an Editor folder. You will now be able to create a uniquely named YourClass asset file from the Asset menu.

ScriptableObjectUtility.cs

<csharp> using UnityEngine; using UnityEditor; using System.IO;

public static class ScriptableObjectUtility { /// <summary> // This makes it easy to create, name and place unique new ScriptableObject asset files. /// </summary> public static void CreateAsset<T> () where T : ScriptableObject { T asset = ScriptableObject.CreateInstance<T> ();

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(T).ToString() + ".asset");

AssetDatabase.CreateAsset (asset, assetPathAndName);

AssetDatabase.SaveAssets (); EditorUtility.FocusProjectWindow (); Selection.activeObject = asset; } } </csharp>

YourClassAsset.cs

<csharp> using UnityEngine; using UnityEditor;

public class YourClassAsset { [MenuItem("Assets/Create/YourClass")] public static void CreateAsset () { ScriptableObjectUtility.CreateAsset<YourClass> (); } } </csharp>

Personal tools
Namespaces

Variants
Actions
Navigation
Extras
Toolbox