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EditorUtiltiy.GetAssetPreview(Object asset)
I'm using EditorUtility.GetAssetPreview(Object asset) to get a preview image for several of my assets. I've run into a bug wherein getting the previews for a large number of assets will result in several of the previews suddenly becoming null. This is not acceptable for my needs.
What I would like to know is if anyone has any information on how GetAssetPreview works, whether there is a limit to the number of previews allowed to be loaded, or if there is a particular set of steps required to use this method. As of this moment, I am merely calling GetAssetPreview for every asset I find that meets my criteria, unless the asset already has a texture loaded.
Please note that I am using 3.5.2 (this bug existed in 3.5 as well). Any help is appreciated. Thank you.
For those who care, I've chosen to limit the number of assets that are visible at one time. When the set of visible assets changes, I get the previews only for that set. It seems to work so far.
Unfortunately source control forces all pulled assets to return null
continuously until they are modified and saved.
Oh, yeah, I forgot about this. I just voted for that, by the way. I'm really glad that people are still fighting for this!
And, just so everyone knows, my solution is a bit different than the one I posted above. Now I create a temporary folder in the system to hold copies of every preview I collect. So when a preview actually comes in, I save it out, then reload it. Before attempting a preview-get, I check to see if the asset already has a saved preview, and if it does, I load that ins$$anonymous$$d. This is an okay system, but I'm thinking of writing a better way to deal with it. I can think of a few reasons right now that make this system less than ideal, but it works, for now.
Any word on this? I'm having the same problem in Unity 4.2.2 and the issue has been removed so I can't vote for it.
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