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Question by skyx26 · Aug 25, 2015 at 12:31 AM · editorinspectorasset4.6

Assigning multiple assets to multiple variables on inspector

Hi guys, Is there a way to assign multiple assets to multiple variables on the inspector???

My case is this, I have 5 objects, those objects have a script wich have around 1200 variables used to play SFXs. When Unity compile the script I have to manually drag and drop the SFX from the assets to the variable on the inspector, or go to the inspector, scrol to the variable, click the dot and then select the SFX file from the window.

alt text

Is there a way to speed this up?

assets.jpg (275.7 kB)
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Answer by skyx26 · Aug 25, 2015 at 07:55 AM

I found a solution for this problem. I must say, it's not perfect, in fact, it should not be used unless is absolutely necessary.

To speed up the assign you could do this:

Create a variable

 public AudioClip ma, me, mi, mo, mu;

At Start() add

 ma = Resources.Load("Sound/SFX/MA") as AudioClip;
 me = Resources.Load("Sound/SFX/ME") as AudioClip;
 mi = Resources.Load("Sound/SFX/MI") as AudioClip;
 mo = Resources.Load("Sound/SFX/MO") as AudioClip;
 mu = Resources.Load("Sound/SFX/MU") as AudioClip;

After compile the public variables will be available on the Inspector as empty variables, but, on runtime the variables will be filled with the content of the folder Resources/Sound/SFX (Assets\Resources\Sound\SFX).

Why shouldn't be use unless necessary?, first, it's a bad practice; second, it's a cheap trick that comes at a price (on mobile devices it load all the resources so will consume RAM fast). In my test, all my sound clips take as much as 169 MB. On PC it's not much of a problem, but if your target is Mobile games, this is something to take into consideration. And third, on web player, ALL resources will be streamed first.

On a side note, this cheap trick ignores the way Unity handles assets. Unity force you to assign assets manually because if the asset is not use, it will not be integrated into the build. This trick force everything to be loaded and be integrated into the final build, used or no. On the other hand, if you are assign it, you will use it... right?

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