• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Steve Edwards · Jul 04, 2010 at 11:15 AM · materialassetcreate

Is it possible to create a Material _asset_ from a script?

Hi,

I know how to create a temp material for a game object, but is it possible to create a new asset within a script?

I want to be able to do this as part of an editor script I'm writing.

Thanks

Steve

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

3 Replies

· Add your reply
  • Sort: 
avatar image
3
Best Answer

Answer by Mike 3 · Jul 04, 2010 at 11:46 AM

Check out AssetDatabase.CreateAsset - it'll turn an instance of a material into an Asset in the project

http://unity3d.com/support/documentation/ScriptReference/AssetDatabase.CreateAsset.html

(Even has a material example for you)

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Steve Edwards · Jul 04, 2010 at 01:02 PM 0
Share

Thanks $$anonymous$$ike, ideal. I also modified it slightly to name the material after whatever is currently selected in the Hierarchy: (I put this in a separate answer because it didn't seem possible to format code in a comment)

avatar image
2

Answer by Steve Edwards · Jul 04, 2010 at 01:10 PM

 @MenuItem("GameObject/Create Material")
static function CreateMaterial () {
    // Create a simple material asset
    var material = new Material (Shader.Find("Diffuse"));
     AssetDatabase.CreateAsset(material, "Assets/" + Selection.activeGameObject.name + ".mat");
}

Comment
Add comment · Show 3 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Steve Edwards · Jul 04, 2010 at 01:16 PM 0
Share

I also wanted to then assign the new material to the currently selected object...

Selection.activeGameObject.renderer.shared$$anonymous$$aterials = material;

but get this error: "Cannot convert UnityEngine.$$anonymous$$aterial to (UnityEngine.$$anonymous$$aterial), which is quite funny as errors go.

avatar image Mike 3 · Jul 04, 2010 at 02:21 PM 0
Share

(UnityEngine.$$anonymous$$aterial) means it's expecting an array of $$anonymous$$aterials. If you use shared$$anonymous$$aterial ins$$anonymous$$d of shared$$anonymous$$aterials it should work fine

avatar image Steve Edwards · Jul 04, 2010 at 02:45 PM 0
Share

Thanks, that got it.

avatar image
0

Answer by lumeneo · Mar 13, 2019 at 04:43 PM

https://docs.unity3d.com/ScriptReference/AssetDatabase.CreateAsset.html

 using UnityEngine;
 using UnityEditor;
 
 public class CreateMaterialExample : MonoBehaviour
 {
     [MenuItem("GameObject/Create Material")]
     static void CreateMaterial()
     {
         // Create a simple material asset
 
         Material material = new Material(Shader.Find("Specular"));
         AssetDatabase.CreateAsset(material, "Assets/MyMaterial.mat");
 
         // Print the path of the created asset
         Debug.Log(AssetDatabase.GetAssetPath(material));
     }
 }

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

The best place to ask and answer questions about development with Unity.

To help users navigate the site we have posted a site navigation guide.

If you are a new user to Unity Answers, check out our FAQ for more information.

Make sure to check out our Knowledge Base for commonly asked Unity questions.

If you are a moderator, see our Moderator Guidelines page.

We are making improvements to UA, see the list of changes.



Follow this Question

Answers Answers and Comments

1 Person is following this question.

avatar image

Related Questions

Assigning meshes & materials from Assets, how? 1 Answer

Import and Material Question 2 Answers

Getting properties on 'missing' things in Editor Scripts? 4 Answers

How NOT to create redundant materials with new names on import? 2 Answers

Setting a material texture and saving it 1 Answer

  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges