Unity Asset Icon Pack

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Click to expand.If you are referring to including the Gizmos Folder Asset in a unitypackage, then this depends on your Unity version. With newer versions of Unity you simply get a warning in the asset importer. With some versions of Unity (e.g. 5.1, 5.2) you get a bunch of ugly warnings/errors in the console.

I've posted more about this in relation to the official AssetStoreTools.If you are referring to the fact that someone might have a class named Tile in their project with a custom icon and another asset package may also have a Tile class, albeit in a different namespace, then yes: one icon would overwrite the other and all Tile assets would share an icon. This entire 'system' is very likely extremely legacy and probably hasn't been looked at in quite a while. If you are referring to including the Gizmos Folder Asset in a unitypackage, then this depends on your Unity version. With newer versions of Unity you simply get a warning in the asset importer.

With some versions of Unity (e.g. 5.1, 5.2) you get a bunch of ugly warnings/errors in the console. I've posted more about this in relation to the official AssetStoreTools.If you are referring to the fact that someone might have a class named Tile in their project with a custom icon and another asset package may also have a Tile class, albeit in a different namespace, then yes: one icon would overwrite the other and all Tile assets would share an icon. This entire 'system' is very likely extremely legacy and probably hasn't been looked at in quite a while.

Unity Asset Icon Pack

My asset allows for sprites to be used and rendered directly into the project window, without the need for creating Texture2Ds and caching them in the backend for each sprite. It also is completely independent of editors and is optimized for a lot of assets.I do find that using the RenderStaticPreview is capable of doing some of the things my asset can do - which is greatI think that everyone should be able to adopt this into their workflow, it really encourages the use of ScriptableObjects. ^^Quick question - I could never get RenderStaticPreview to work - does it work with the Object Selector window? Click to expand.What? That's the whole point of this thread.

Unity basic asset pack

Has the solution - one that requires no scripting, let alone reflection. To restate the solution, you do the following:. Create a folder directly under Assets called Gizmos (specifically: Assets/Gizmos). Add your icon texture (typically 128x128 or 256x256) directly to the Gizmos folder and name it ' YOURCLASS icon.png'. The space is intentional. For a ScriptableObject subclass called 'MyDataObject', this would be: Assets/Gizmos/MyDataObject icon.png. Adjust the Import Settings on the icon texture to the following:.

Texture Type: GUI (Editor Legacy). Filter Mode: PointWith that setup, any asset instance of your ' MyDataObject' ScriptableObject subclass will have the specified icon. I think it would be appropriate to summarise.If you want to set the icon of all ScriptableObjects of a type, use either:. Place the icon texture into the 'Assets/Gizmos' and name appropriately.

( Assets/Gizmos/MyScriptableObject icon.png). Assign the icon in the top-left of the ScriptableObjects script inspector.If you want a ScriptableObjects icon to be dynamic, depending on the content of it, use either:. Use editor initialisation and hook up all objects that you want to draw a certain icon for using:. Create a custom editor and override for each type of ScriptableObject.

Use, and the AssetIcon attribute on the field. That's the whole point of this thread. Has the solution - one that requires no scripting, let alone reflection. To restate the solution, you do the following:. Create a folder directly under Assets called Gizmos (specifically: Assets/Gizmos).

Add your icon texture (typically 128x128 or 256x256) directly to the Gizmos folder and name it ' YOURCLASS icon.png'. The space is intentional. For a ScriptableObject subclass called 'MyDataObject', this would be: Assets/Gizmos/MyDataObject icon.png.

Adjust the Import Settings on the icon texture to the following:. Texture Type: GUI (Editor Legacy). Filter Mode: PointWith that setup, any asset instance of your ' MyDataObject' ScriptableObject subclass will have the specified icon. Click to expand.Some info:. Many Editor Extensions/Assets in the Asset Store already do this. It is the default, simplest, and most-comprehensive way to add an icon to ScriptableObjects such that the icon is properly respected in all use-cases.

Assets/Gizmos is a Special Folder and should be used to properly take advantage of the special features it enables. Overwriting icons is a conceivable issue, but you can easily sidestep issues here with better naming. Has done this for years and we've never had a single bug report about it. If you run into the 'icon overwriting' issue, report the fact that you 'Can't Assign Unique Default Icons for Two ScriptableObject sub-classes with the Same Name' as a bug to Unity. In the short term, prefix your class name with something asset/namespace/etc. Specific.I hope this helps. That's the whole point of this thread.

Has the solution - one that requires no scripting, let alone reflection. To restate the solution, you do the following:. Create a folder directly under Assets called Gizmos (specifically: Assets/Gizmos). Add your icon texture (typically 128x128 or 256x256) directly to the Gizmos folder and name it ' YOURCLASS icon.png'. The space is intentional. For a ScriptableObject subclass called 'MyDataObject', this would be: Assets/Gizmos/MyDataObject icon.png.

Adjust the Import Settings on the icon texture to the following:. Texture Type: GUI (Editor Legacy).

Unity Icon Collective

Filter Mode: PointWith that setup, any asset instance of your ' MyDataObject' ScriptableObject subclass will have the specified icon. Click to expand.Hmm. Sounds like you should file a bug with Unity on that one. It's possible that the Gizmos approach gets confused when there's a Script file with a GUID that doesn't actually connect to any class instances (as the actual code used by the Editor internally is likely what is produced by the asmdef file). This may fall flat, however, as the icon is identified by class name, rather than GUID. ¯(ツ)/¯Have you verified that it works if you remove the asmdef file?

That would ensure that the setup is correct and it's the asmdef that breaks things. Click to expand.Yes, it did. Sophos utm rapidshare files. I just tested this in 2018.1.9f1.

Whereas previous versions of Unity (presumably up through all 2017 versions) required that icons be directly under the Gizmos directory, regardless of namespace, that is no longer the case.As of Unity 2018+, the icons must be placed in a directory hierarchy beneath the Gizmos directory that matches the class' namespace. Therefore, if you have a class MyDataObject defined in namespace Special.Space, then you would need to place the MyDataObject Icon.png texture in the following project directory:. Assets/Gizmos/ Special/Space/MyDataObject Icon.pngWe now have the following rules for icon placement:. Assets/ Gizmos/ ClassName Icon.png. Unity Versions:?? Through 2017.x.

Namespaces: Ignored. Assets/ Gizmos/ Your/Namespace/Path/ ClassName Icon.png. Unity Versions: 2018.1.0+. Namespaces: Required: mapped to folders.I have verified the above. The change occurred in 2018.1.0.