| AbsolutePath |
The absolute path as it is on disk (ie .wav not .vsnd) |
| AssetType |
The type of this asset. |
| CanRecompile |
Can this asset be recompiled? |
| HasCachedThumbnail |
|
| HasCompiledFile |
True if we have a compiled file, and aren't just a source file |
| HasSourceFile |
True if we have a source file, and aren't just a _c file |
| HasUnsavedChanges |
A free-use variable for the editor to use to portray that this asset
somehow has changes that need to be saved to disk. |
| IsCloud |
This asset is from the cloud, it's in the cloud folder |
| IsCompiled |
Whether the asset is compiled. |
| IsCompiledAndUpToDate |
Whether the asset is compiled and all dependencies are up to date. (Slower than IsCompiled) |
| IsCompileFailed |
Whether the asset failed to compile. |
| IsDeleted |
Whether the asset is deleted or not.
This can happen after Editor.Asset.Delete was called on it, or Editor.Asset.AbsolutePath is empty. |
| IsProcedural |
If true then this asset is generated at runtime somehow. Possibly from a mount system. |
| IsTransient |
This asset is generated in the transient folder. You don't need to see it, or keep it around. It will re-generate from something else. |
| IsTrivialChild |
The asset was generated from another asset compile and has no source asset of its own. For example model break gibs .vmdl, .vtex files for materials, etc. |
| LastOpened |
When the asset was last opened through the editor. |
| MetaData |
Asset type specific key-value based data storage. |
| Name |
Name of the asset, usually the filename. |
| Package |
If this asset was downloaded from sbox.game then this will
be the package from which this asset was downloaded. If not then
it'll be null. |
| Path |
The relative path with the asset extension. ie .wav becomes .vsnd |
| Publishing |
Access the asset publisher config. |
| RelativePath |
The relative path as it is on disk (ie .wav not .vsnd) |
| Tags |
Tags for this asset, for filtering purposes in the Asset Browser. |
| CancelThumbBuild |
|
| ClearInMemoryReplacement |
Reverse the changes of SetInMemoryReplacement |
| Compile |
Forcibly recompile the asset. |
| CompileIfNeededAsync |
Returns a task that will resolve when the asset is compiled. If the asset is already compiled, do nothing. Does not support maps. |
| Delete |
Delete this asset. Will send the source and compiled files to the recycle bin. |
| DumpThumbnail |
Renders the thumbnail and then saves it to disk. |
| FindStringEditInfo |
|
| GetAdditionalRelatedFiles |
Gets additional related files. This includes like .rect files for materials, all .fbx and .lxo files for models, etc. |
| GetAssetThumb |
Returns the asset preview thumbnail, with fallback to the asset type icon if there is no preview. |
| GetCompiledFile |
Returns the compiled file path, if the asset is compiled. |
| GetDependants |
Returns assets that depend/use this asset. |
| GetInputDependencies |
Gets input dependencies for an asset. This'll be tga's for a texture and stuff like that. |
| GetPreviewModel |
Try to create a preview model if we're fbx, obj, etc |
| GetReferences |
Returns assets that this asset references/uses. |
| GetSourceFile |
Returns the source file path, if the sources are present. |
| GetUnrecognizedReferencePaths |
Unrecognized reference paths listed by the data that could not be resolved into Asset*s |
| LoadResource |
Try to load this asset as an automatically determined resource type.
If this isn't a resource type (like an Image) then it will return null. |
| LoadUserTags |
|
| OpenInEditor |
Try to open this asset in a supported editor.
You can specify nativeEditor to open in a specific editor. |
| OverrideThumbnail |
Override the Assets thumbnail with given one. |
| ReadJson |
Try to get the raw Json string, for a managed asset type (a GameResource) |
| RebuildThumbnail |
Delete existing cached thumbnail, optionally queuing for building a new one ASAP. |
| RecordOpened |
Tell asset system that this asset was opened. Sticks it on the recent opened list. |
| RenderThumb |
Immediately render a preview thumbnail for this asset, and return it. |
| SaveToDisk |
Save a game resource instance to disk. This is used internally by asset inspector and for asset creation. |
| SetInMemoryReplacement |
Set data for this asset which will be compiled in memory. This is used to preview
asset changes (like materials) before committing to disk. |
| TryLoadResource |
Try to load this asset as a Sandbox.Resource of given type. |