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Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

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: 2022-01-28
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