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Question by EddyEpic · May 30, 2012 at 12:44 AM · editor-scriptingassetassetseditorwindow

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.

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avatar image EddyEpic · May 30, 2012 at 10:43 PM 0
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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.

avatar image numberkruncher · Jul 18, 2012 at 01:10 AM 1
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Unfortunately source control forces all pulled assets to return null continuously until they are modified and saved.

avatar image numberkruncher · Jul 18, 2012 at 01:16 AM 0
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Please vote for this: http://feedback.unity3d.com/unity/all-categories/1/hot/active/editorutilitygetassetpreview

avatar image EddyEpic · Jul 18, 2012 at 03:44 AM 1
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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.

avatar image hololabs · Nov 05, 2013 at 04:54 AM 0
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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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