Adding sub-objects (a material, texture, animation clip, etc...) to a ScriptableObject using AssetDatabase.AddObjectToAsset doesn't seem to work. As you can see in the attached image, both the ScriptableObject and in this case an animation clip are instead added to a new empty object. Adding sub-objects to a Material or Texture or a .fontsettings object works as expected. According to the documentation, "Please note that you should only add assets to '.asset' files" ... ScriptableObjects are .asset files and this doesn't work (for me anyway). Can anyone else confirm this?