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

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    Declaration

    public static Object[] LoadAllAssetsAtPath(string assetPath);

    Parameters

    Parameter Description
    assetPath Filesystem path to the asset.

    Returns

    Object[] Returns an array of all assets at assetPath.

    Description

    Obtains an array of all assets at assetPath.

    Some asset files might contain multiple sub assets (such as a Maya file which may contain multiple Meshes and GameObjects).
    All paths are relative to the project folder, for example: "Assets/MyTextures/hello.png".
    This method returns the main Asset and all sub Assets at a given path, including those hidden in the Project view.

    Note: The main asset is not guaranteed to be at index 0 in the array

    Additional resources: AssetDatabase.LoadMainAssetAtPath, AssetDatabase.LoadAllAssetRepresentationsAtPath, AssetDatabase.AddObjectToAsset, HideFlags.HideInHierarchy, EditorUtility.UnloadUnusedAssetsImmediate.

    using UnityEngine;
    using UnityEditor;

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

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

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

    // outputs: // 5 Assets // MySpriteTexture (UnityEngine.Texture2D) // MyTexture_0 (UnityEngine.Sprite) // MyTexture_1 (UnityEngine.Sprite) // MyTexture_2 (UnityEngine.Sprite) // MyTexture_3 (UnityEngine.Sprite) } }

    Additional resources: AssetDatabase.LoadAssetAtPath.


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