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Unity Engine


IsDirectoryMonitoringEnabled()

Reports whether Directory Monitoring is enabled.
Read time 1 minuteLast updated 4 days ago

Definition

  • Type: Method
  • Namespace: UnityEditor
  • Assembly: UnityEditor
public static bool IsDirectoryMonitoringEnabled()

Returns

Type

Description

boolReturns true when Directory Monitoring is enabled. Returns false otherwise.

Remarks

Turn Directory Monitoring on or off in Preferences settings or in script with EditorPrefs.SetBool("DirectoryMonitoring", boolValue).
Directory Monitoring can be disabled with command line flag -DisableDirectoryMonitor and Directory Monitoring is automatically disabled when Unity detects symlinks in the project.

Examples

using UnityEngine;using UnityEditor;using UnityEngine.Profiling;using System.IO;public class DirectoryMonitoringTest{ [MenuItem("AssetDatabase/Directory Monitoring Test")] static void DirectoryMonitoringBenchmark() { var BenchmarkCount = 1; //Disabling the Directory Monitoring will use a brute force scanning method to evaluate which files in the project have been changed, and is much slower EditorPrefs.SetBool("DirectoryMonitoring", false); Debug.Log("Is Directory Monitoring Enabled? - " + AssetDatabase.IsDirectoryMonitoringEnabled()); Benchmark(BenchmarkCount); BenchmarkCount++; EditorPrefs.SetBool("DirectoryMonitoring", true); Debug.Log("Is Directory Monitoring Enabled? - " + AssetDatabase.IsDirectoryMonitoringEnabled()); Benchmark(BenchmarkCount); } //This test will show faster scan time when using Directory Monitoring static void Benchmark(int BenchmarkCount) { var relativePath = "Assets/test_file01.txt"; if (!File.Exists(relativePath)) { using (StreamWriter sw = File.CreateText(relativePath)) { sw.WriteLine("Hello"); sw.WriteLine("And"); sw.WriteLine("Welcome"); } } Profiler.BeginSample("Benchmark " + BenchmarkCount); ; AssetDatabase.ImportAsset(relativePath); Profiler.EndSample(); AssetDatabase.DeleteAsset(relativePath); AssetDatabase.Refresh(); }}