This page has been translated automatically.
视频教程
界面
要领
高级
实用建议
基础
专业(SIM)
UnigineEditor
界面概述
资源工作流程
Version Control
设置和首选项
项目开发
调整节点参数
Setting Up Materials
设置属性
照明
Sandworm
使用编辑器工具执行特定任务
如何擴展編輯器功能
嵌入式节点类型
Nodes
Objects
Effects
Decals
光源
Geodetics
World Nodes
Sound Objects
Pathfinding Objects
Players
编程
基本原理
搭建开发环境
使用范例
C++
C#
UnigineScript
统一的Unigine着色器语言 UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
材质和着色器
Rebuilding the Engine Tools
GUI
双精度坐标
应用程序接口
Animations-Related Classes
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
VR-Related Classes
创建内容
内容优化
材质
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials

AssetLink Class

The AssetLink class is used in C# components (Component Class) to link assets with the application logic. You can specify a filter to limit the types of assets that can be used.

Source code (C#)
[ParameterAsset(Filter = ".mesh")]
public AssetLink my_asset;

Linking a Texture#

When linking textures, consider whether your texture is used "as is" (the Unchanged option has been enabled at its import) or a runtime has been created for it — using a source texture instead of its runtime will cause a validation error. We suggest the following as a quick and easy solution.

For textures that have a runtime:
Source code (C#)
[ParameterAsset(Filter = ".dds|.texture")]
public AssetLink my_texture;
For textures that are imported "as is" (the Unchanged option has been enabled):
Source code (C#)
[ParameterAsset(Filter = ".png|.jpg")]
public AssetLink my_texture;

See Also#

  • The video tutorial that illustrates the usage of the AssetLinkNode class.

AssetLink Class

Properties

UGUID GUID#

The GUID of the asset.

string AbsolutePath#

The An absolute path to the asset.

string Path#

The A path to the asset relative to the data folder.

bool IsNull#

The A value indicating if this link is to the asset that doesn't exist.

bool IsFileExist#

The A value indicating if this asset actually exists.

Members


AssetLink ( ) #

Default constructor that creates an empty instance.

AssetLink ( string path ) #

Constructor that creates an asset link using the given path.

Arguments

  • string path - Path to the asset.
Last update: 2024-08-16
Build: ()