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Unity - Scripting API: AssetDatabase.LoadAllAssetRepresentationsAtPath
Version: Unity 6.5 (6000.5)
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    AssetDatabase.LoadAllAssetRepresentationsAtPath

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    Declaration

    public static Object[] LoadAllAssetRepresentationsAtPath(string assetPath);

    Parameters

    Parameter Description
    assetPath The path of the asset.

    Returns

    Object[] Returns all sub-assets at assetPath.

    Description

    Obtains all sub-assets at assetPath.

    This method only returns sub-assets that are visible in the Project view.
    All paths are relative to the project folder, for example: "Assets/MyTextures/hello.png"

    Note: Sub-assets can be added explicitly via AssetDatabase.AddObjectToAsset
    Additional resources: AssetDatabase.LoadMainAssetAtPath, AssetDatabase.LoadAllAssetsAtPath, HideFlags.HideInHierarchy.

    using UnityEngine;
    using UnityEditor;

    public class Example : MonoBehaviour { [MenuItem("AssetDatabase/LoadAllAssetRepresentationsAtPath")] private static void PrintSubAssets() { Object[] data = AssetDatabase.LoadAllAssetRepresentationsAtPath("Assets/MySpriteTexture.png");

    Debug.Log(data.Length + " Sub Assets");

    foreach (Object o in data) { Debug.Log(o); }

    // outputs: // 4 Sub Assets // MyTexture_0 (UnityEngine.Sprite) // MyTexture_1 (UnityEngine.Sprite) // MyTexture_2 (UnityEngine.Sprite) // MyTexture_3 (UnityEngine.Sprite) } }

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