Hi , I need some help in scripting automation of making an asset into hirerachy .
I searched everywhere in the scripting manual … ![]()
Hi , I need some help in scripting automation of making an asset into hirerachy .
I searched everywhere in the scripting manual … ![]()
Can you give a bit more detail about what you want to do?
I am trying a way to (automatic in commandline mode) create a project , import assets , and then create gameojbects based on the main asset .
I have the commandline to create a project already. Also I found that if I copy the 3d model file into \Assets\ folder , it will be automatically import when the project is opened the next time (which I can do in commandline mode too).
But how do I create game object under the “Hierarchy” Editor window ? If I do it by hand, I will “drag” the model from asset to Hierarchy window. The GUI Editor will do some complicated (unknown) processes to create the game object.
How to script the drag-from-asset-to-hierarchy action ?
I just want to have the same end result, which is a game object instant of the model in assets.
Thanks for your interest.
You can create scene objects by using Object.Instantiate with a prefab from the Assets folder.
Thanks.
If I know the path of the asset, can I call
AssetDatabase.LoadAssetAtPath (which will return an UnityEngine.Object reference) ? And then call UnityEngine.Object.Instantiate as follow :
UnityEngine.Object objref = AssetDatabase.LoadAssetAtPath(“Assets/myModel.mb”, Transform);
UnitEngine.Object.Instantiate( objref, Vector3.zero, Quaternion.identity);
//I tried it and added some statements (and it works) :
string[ ] scenes = { “myScene.unity” };
EditorApplication.NewScene();
UnityEngine.Object objref = AssetDatabase.LoadAssetAtPath(“Assets/myModel.mb”, Transform);
UnitEngine.Object.Instantiate( objref, Vector3.zero, Quaternion.identity);
EditorApplication.SaveScene(scenes[0]);
AssetDatabase.SaveAssets();
/*
Now how do I build a web player via script ?
What extension should I should for the locationPathName:
static function BuildPlayer (levels : string[ ], locationPathName : string, target : BuildTarget, options : BuildOptions) : string
*/