Table of Contents

Class ContentRootAssetEditor

Namespace
GrindFest.Content.Editor
Assembly
GrindFest.dll

The editor side of a content root: this is where content gets marked.

The point of the migration is that declaring an asset as content happens in the editor, on the asset, and never in a hand-written file. So this inspector is the authoring surface: drag assets into the list (or select them in the Project window and press a button), give them keys, and the entry's Loadable is derived from the path for you. Nothing here writes an address, a GUID or a label by hand — the entries also carry the path they came from, so the list stays readable.

Two operations matter and both are here rather than in a menu, because they are corrections to a list you are looking at: Resolve re-derives every entry's id from its path (after a reimport, a move, or an entry that arrived from a generator), and Drop unresolved removes the entries whose asset is gone, so a root cannot silently carry a hole into a build. A content build copies what the roots reach; an entry whose id never got built is a key that resolves to nothing at runtime, which is the failure this whole migration is about.

[CustomEditor(typeof(ContentRootAsset))]
public class ContentRootAssetEditor : Editor
Inheritance
object
ContentRootAssetEditor
Inherited Members
Editor.CreateEditorWithContext(Object[], Object)
Editor.OnHeaderGUI()
Editor.DrawFoldoutInspector(Object, ref Editor)
Editor.ReloadPreviewInstances()
Editor.MoveNextTarget()
Editor.ResetTarget()
Editor.finishedDefaultHeaderGUI

Methods

OnInspectorGUI()

Implement this function to make a custom inspector.