Summary
[Editor-Only] After you save the scene object `obj` as an asset file and load it as `asset`, this method
goes through all the serialized
UnityEngine.Object
fields which weren't saved and adds them
as sub-assets. Returns true if any sub-assets were saved.
For example, creating a procedural
UnityEngine.Mesh
, assigning it to a
UnityEngine.MeshFilter
, and
saving the object as a prefab would not save the mesh anywhere unless you call this method or
UnityEditor.AssetDatabase.AddObjectToAsset(UnityEngine.Object,UnityEngine.Object)
.
Syntax
public static bool SaveSubAssets(Object obj, Object asset)
Parameters
Name |
Type |
Description |
obj |
Object |
|
asset |
Object |
|
Return Value