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Question by PatrikL · Jun 01, 2019 at 07:29 PM · scriptableobjectassetdatabaseeditor extension

Removing invalid objects under asset

I've created a simple structure of a ScriptableObject containing other ScriptableObjects with the use of AssetDatabase.AddObjectToAsset.
This works perfectly, but now I've encountered a situation where I renamed and or removed one of my child ScriptableObjects thus resulting in an asset with an unvalid (null) script.


alt text

I have a CustomEditor for the parent (root) ScriptableObject, and I thought that would be the prefect place to clear any child object thats no longer valid. The problem is, I can't figure out how.


I'm able to list all assets (includning the invalid one) with the use of AssetDatabase.LoadAllAssetsAtPath, but then I encounter a problem trying to use AssetDatabase.DeleteAsset or AssetDatabase.RemoveObjectFromAsset, since there is no actual object for me to pass along (it's null).


How can I clear out any invalid (null) child objects that was previously added to an asset? Thanks!

skarmklipp-2019-06-01-211641.png (70.3 kB)
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avatar image alexanderlarsen · Aug 17, 2020 at 08:58 AM 0
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@PatrikL Same issue here. Did you find a solution?

avatar image LavaPatrik · Aug 17, 2020 at 09:58 AM 0
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No, I did not :(

avatar image _dns_ · Aug 17, 2020 at 02:17 PM 0
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Hi, I use the same kind of data structure; Looking at the .asset file itself, it seems quite clear what section of this text file correspond to what serialised sub-scriptable object (with Unity Editor settings set to use text files, not binary). It's possible to edit the files with a text editor or develop a text parsing script. Not ideal, but should work :-)

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