s&
About
The Project
info
About s&box
map
Roadmap
monitoring
Metrics
Engine startup and usage numbers
Updates
newspaper
Latest News
published_with_changes
Changes
Release-by-release changelog
Games
Browse Games
Discover Games
gamejams
results
Game Jam III
Crowned
Sat 3 Oct
Winner
🏆 GAMMA ☢ TEAM
Theme
One More Round
This jam is over. The next one will show up here.
See the results
Workshop
Playable
sports_esports
Games
Standalone games and gamemodes
Assets
landscape
Maps
view_in_ar
Models
texture
Materials
apparel
Clothing
apps
Everything
Every asset type in one list
Forum
Learn
Documentation
rocket_launch
Getting Started
docs
Documentation
api
API Reference
Resources
school
Tutorials
manage_search
Code Search
Get s&box
Sign in with Steam
Api
Editor Classes
Asset
chevron_left
Editor Classes
class
Asset
Properties
data_object
AbsolutePath
data_object
AssetType
data_object
CanOpenInEditor
data_object
CanRecompile
data_object
HasCachedThumbnail
data_object
HasCompiledFile
data_object
HasSourceFile
data_object
HasUnsavedChanges
data_object
IsCloud
data_object
IsCompiled
data_object
IsCompiledAndUpToDate
data_object
IsCompileFailed
data_object
IsDeleted
data_object
IsProcedural
data_object
IsTransient
data_object
IsTrivialChild
data_object
LastOpened
data_object
MetaData
data_object
Name
data_object
Package
data_object
Path
data_object
Publishing
data_object
RelativePath
data_object
Tags
Methods
functions
CancelThumbBuild
functions
ClearInMemoryReplacement
functions
Compile
functions
CompileIfNeededAsync
functions
Delete
functions
DumpThumbnail
functions
FindStringEditInfo
functions
GetAdditionalContentFiles
functions
GetAdditionalGameFiles
functions
GetAssetThumb
functions
GetCompiledFile
functions
GetDependants
functions
GetInputDependencies
functions
GetParents
functions
GetPreviewModel
functions
GetReferences
functions
GetSourceFile
functions
GetUnrecognizedReferencePaths
functions
LoadResource
lock
LoadUserTags
functions
OpenInEditor
functions
OverrideThumbnail
functions
ReadJson
functions
RebuildThumbnail
functions
RecordOpened
functions
RenderThumb
functions
SaveToDisk
functions
SetInMemoryReplacement
functions
TryLoadResource
Static Methods
functions
UploadVideo
Asset
class
Editor
.
abstract
Sandbox.Tools
data_object
Properties
24
AbsolutePath
string
The absolute path as it is on disk (ie .wav not .vsnd)
AssetType
AssetType
The type of this asset.
CanOpenInEditor
bool
Whether Editor.Asset.OpenInEditor(System.String) can do anything useful for this asset. Used to decide whether to offer an "Open" action for assets that have no file on disk (e.g. mounted resources).
CanRecompile
bool
Can this asset be recompiled?
HasCachedThumbnail
bool
HasCompiledFile
bool
True if we have a compiled file, and aren't just a source file
HasSourceFile
bool
True if we have a source file, and aren't just a _c file
HasUnsavedChanges
bool
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
bool
This asset is from the cloud, it's in the cloud folder
IsCompiled
bool
Whether the asset is compiled.
IsCompiledAndUpToDate
bool
Whether the asset is compiled and all dependencies are up to date. (Slower than IsCompiled)
IsCompileFailed
bool
Whether the asset failed to compile.
IsDeleted
bool
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
bool
If true then this asset is generated at runtime somehow. Possibly from a mount system.
IsTransient
bool
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
bool
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
Nullable`1
When the asset was last opened through the editor.
MetaData
MetaData
Asset type specific key-value based data storage.
Name
string
Name of the asset, usually the filename.
Package
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
string
The relative path with the asset extension. ie .wav becomes .vsnd
Publishing
PublishSettings
Access the asset publisher config.
RelativePath
string
The relative path as it is on disk (ie .wav not .vsnd)
Tags
AssetTags
Tags for this asset, for filtering purposes in the Asset Browser.
functions
Methods
29
CancelThumbBuild
(
)
ClearInMemoryReplacement
(
)
Reverse the changes of SetInMemoryReplacement
Compile
(
full
)
bool
Forcibly recompile the asset.
CompileIfNeededAsync
(
timeout
)
ValueTask`1
Returns a task that will resolve when the asset is compiled. If the asset is already compiled, do nothing. Does not support maps.
Delete
(
)
bool
Delete this asset. Will send files to the recycle bin.
DumpThumbnail
(
)
Task
Renders the thumbnail and then saves it to disk.
FindStringEditInfo
(
name
)
string
GetAdditionalContentFiles
(
)
List`1
Gets additional content-side related files. This includes like .rect files for materials, all .fbx and .lxo files for models, etc.
GetAdditionalGameFiles
(
)
List`1
Gets additional game-side files to be packaged (e.g. navdata). These are files that are loaded by managed code, not as native resources.
GetAssetThumb
(
generateIfNotInCache
)
Pixmap
Returns the asset preview thumbnail, with fallback to the asset type icon if there is no preview.
GetCompiledFile
(
absolute
)
string
Returns the compiled file path, if the asset is compiled.
GetDependants
(
deep
)
List`1
Returns assets that depend/use this asset.
GetInputDependencies
(
)
List`1
Gets input dependencies for an asset. This'll be tga's for a texture and stuff like that.
GetParents
(
deep
)
List`1
Returns assets that are parents of this asset (i.e. this asset is a compiled child resource of the returned assets).
GetPreviewModel
(
)
Model
Try to create a preview model if we're fbx, obj, etc
GetReferences
(
deep
)
List`1
Returns assets that this asset references/uses.
GetSourceFile
(
absolute
)
string
Returns the source file path, if the sources are present.
GetUnrecognizedReferencePaths
(
)
List`1
Unrecognized reference paths listed by the data that could not be resolved into Asset*s
LoadResource
(
)
Resource
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
(
nativeEditor
)
Try to open this asset in a supported editor. You can specify nativeEditor to open in a specific editor.
OverrideThumbnail
(
pixmap
)
Override the Assets thumbnail with given one.
ReadJson
(
)
string
Try to get the raw Json string, for a managed asset type (a GameResource)
RebuildThumbnail
(
startBuild
)
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
(
)
Task`1
Immediately render a preview thumbnail for this asset, and return it.
SaveToDisk
(
obj
)
bool
Save a game resource instance to disk. This is used internally by asset inspector and for asset creation.
SetInMemoryReplacement
(
sourceData
)
bool
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
(
obj
)
bool
Try to load this asset as a Sandbox.Resource of given type.
functions
Static Methods
1
UploadVideo
(
asset
,
contents
,
isThumbVideo
,
hidden
,
tag
,
progress
,
token
)
Task`1
Upload a video for this package
people
Log in to reply
You can't reply if you're not logged in. That would be crazy.