Create ScriptableObject File
Create ScriptableObject File
In Unity, you can create a ScriptableObject by using the
ScriptableObject
class and the CreateInstance
method. Here's an example of how you can create a ScriptableObject and save it to a specific path:using UnityEditor;
using UnityEngine;
public class ScriptableObjectExample : ScriptableObject
{
[SerializeField]
private string myString;
[MenuItem("Assets/Create/ScriptableObjectExample")]
public static void CreateAsset()
{
ScriptableObjectExample asset = ScriptableObject.CreateInstance<ScriptableObjectExample>();
string path = "Assets/ScriptableObjectExample.asset";
AssetDatabase.CreateAsset(asset, path);
AssetDatabase.SaveAssets();
EditorUtility.FocusProjectWindow();
Selection.activeObject = asset;
}
}
This example creates a ScriptableObject with a serialized string field and a menu item to create an instance of the ScriptableObject. When the menu item is clicked, a new instance of the ScriptableObject is created and saved to the specified path (in this case, "Assets/ScriptableObjectExample.asset").
Keep in mind that this code should be placed in an editor script, which is a special type of script that runs in the Unity editor rather than in the game itself. You can create an editor script by creating a new C# script and placing it in a folder called "Editor" in your project's assets.
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