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Sprite Reference about assetpathattribute HOT 3 CLOSED

JingFengJi avatar JingFengJi commented on July 25, 2024
Sprite Reference

from assetpathattribute.

Comments (3)

JingFengJi avatar JingFengJi commented on July 25, 2024

Hello, I found that Sprite only stores the path of the texture and does not store the SpriteName, so there is a problem when loading the Sprite in the game. In addition, the EditorGUI.ObjectField provided by Unity does not return sprite name information.

qq20190118-102408 2x

EditorGUI.BeginChangeCheck(); { // Draw our object field. propertyValue = EditorGUI.ObjectField(position, label, propertyValue, objectType, false); }

from assetpathattribute.

JingFengJi avatar JingFengJi commented on July 25, 2024

I might be able to use EditorGUIUtility.ShowObjectPicker
EditorGUIUtility.GetObjectPickerObject

from assetpathattribute.

ByronMayne avatar ByronMayne commented on July 25, 2024

Hey JinFengJi,

Sprites are a weird asset in Unity because they don't have a path in the AssetDatabase. Behind the scenes sprites are just a location on a texture. So if you wanted to store them as an asset path you would need to store two unique pieces of information. This means you either have to change AssetPath to target objects with both a asset path and sprite name or just combine both into the serialized string. Both of these are really not ideal. What I do is I make my own type called SpriteReference which is a complex type with it's own editor.

from assetpathattribute.

Related Issues (4)

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