# TryGetAssetFolderInfo(string, out bool, out bool)

> Get AssetDatabase specific information about a folder.

## Definition

* **Type:** Method
* **Namespace:** [UnityEditor](/engine/6000.0/script-reference/unityeditor.md)
* **Assembly:** UnityEditor

## TryGetAssetFolderInfo(string, bool, bool)

```csharp
public static bool TryGetAssetFolderInfo(string path, out bool rootFolder, out bool immutable)
```

### Parameters

**** (\[string]\(https\://learn.microsoft.com/dotnet/api/system.string)): A project relative or absolute path to a file or a folder.**** (\[bool]\(https\://learn.microsoft.com/dotnet/api/system.boolean)): This value will be set to true if the given path is a root folder in the AssetDatabase.**** (\[bool]\(https\://learn.microsoft.com/dotnet/api/system.boolean)): This value will be true if the given file or folder can't be modified by the AssetDatabase .

### Returns

| Type                                                          | Description                                                                                  |
| ------------------------------------------------------------- | -------------------------------------------------------------------------------------------- |
| [bool](https://learn.microsoft.com/dotnet/api/system.boolean) | Returns true if the given path is in a folder managed by the AssetDatabase, false otherwise. |

### Remarks

This method can be used to know whether a path is tracked by the AssetDatabase. Being tracked means that files added to this folder will have a .meta file added along them and be imported and available in the current Unity project. The out arguments can be used to get more information about the given path.

* rootFolder is true if the given path is the root of a tracked path on your drive. For example the Assets folder is a root.
* immutable is true if the given path is under a root folder registered with the immutable flag. For example files in a package added from the package manager registry will be immutable.
