Class ScyllaCreateAssetAttribute
Adds a ScriptableObject type to the Assets/Create/Scylla menu. Use it instead
of Unity's CreateAssetMenu on every Scylla asset type.
Inherited Members
Namespace: Scylla.Core
Assembly: ScyllaCore.dll
Syntax
[AttributeUsage(AttributeTargets.Class, Inherited = false)]
public sealed class ScyllaCreateAssetAttribute : Attribute
Remarks
The Scylla menu registry in the Editor reads this attribute and places every entry, so
the Assets/Create/Scylla menu follows one order: submenus alphabetically, and
entries inside a submenu by Order, then alphabetically. Choosing an entry
creates the asset in the selected Project folder, ready to rename, the same way
CreateAssetMenu does.
The attribute only carries data, so it costs nothing in a player build.
[ScyllaCreateAsset("Input/Context Configuration", FileName = CONFIG_FILENAME)]
public sealed class ScyllaInputContextConfiguration : ScyllaConfiguration { }
Constructors
ScyllaCreateAssetAttribute(string)
Declares a create-asset menu entry.
Declaration
public ScyllaCreateAssetAttribute(string path)
Parameters
| Type | Name | Description |
|---|---|---|
| string | path | The entry's path inside |
Properties
FileName
Gets or sets the name a new asset starts with, without the .asset extension.
Empty for New followed by the type name, as CreateAssetMenu does.
Declaration
public string FileName { get; set; }
Property Value
| Type | Description |
|---|---|
| string |
Order
Gets or sets the entry's position among its siblings. Lower values come first; entries with the same order are sorted by label.
Declaration
public int Order { get; set; }
Property Value
| Type | Description |
|---|---|
| int |
Path
Gets the entry's path inside Assets/Create/Scylla.
Declaration
public string Path { get; }
Property Value
| Type | Description |
|---|---|
| string |