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.
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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: | |
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For textures that are imported "as is" (the Unchanged option has been enabled): | |
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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:
16.08.2024
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