AssetDatabase.AddObjectToAsset Manual     Reference     Scripting  
Scripting > Editor Classes > AssetDatabase
AssetDatabase.AddObjectToAsset

static function AddObjectToAsset (objectToAdd : Object, assetPath : String) : void

Description

Adds objectToAdd to an existing asset at path.

Please note that you should only add assets to '.asset' assets, imported models or texture assets for example will lose their data. All paths are relative to the project folder. Like: "Assets/MyTextures/hello.png"

@MenuItem("GameObject/Create Material")
static function CreateMaterial () {
// Create a simple material asset
var material = new Material (Shader.Find("Specular"));
AssetDatabase.CreateAsset(material, "Assets/MyMaterial.mat");

// Add an animation clip to it
var animationClip = new AnimationClip ();
animationClip.name = "My Clip";
AssetDatabase.AddObjectToAsset(animationClip, material);

// Reimport the asset after adding an object.
// Otherwise the change only shows up when saving the project
AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(animationClip));

// Print the path of the created asset
Debug.Log(AssetDatabase.GetAssetPath(material));
}

static function AddObjectToAsset (objectToAdd : Object, assetObject : Object) : void

Description

Adds objectToAdd to an existing asset identified by assetObject.

Please note that you should only add assets to '.asset' files, imported models or texture assets for example will lose their data when reimporting or quitting Unity.

@MenuItem("GameObject/Create Material")
static function CreateMaterial () {
// Create a simple material asset
var material = new Material (Shader.Find("Specular"));
AssetDatabase.CreateAsset(material, "Assets/MyMaterial.mat");

// Add an animation clip to it
var animationClip = new AnimationClip ();
animationClip.name = "My Clip";
AssetDatabase.AddObjectToAsset(animationClip, material);

// Reimport the asset after adding an object.
// Otherwise the change only shows up when saving the project
AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(animationClip));

// Print the path of the created asset
Debug.Log(AssetDatabase.GetAssetPath(material));
}