# WriteImportSettingsIfDirty(string)

> Writes the import settings to disk.

## Definition

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

```csharp
public static bool WriteImportSettingsIfDirty(string path)
```

### Parameters

**** (\[string]\(https\://learn.microsoft.com/dotnet/api/system.string)): The path to write the import settings to.

### Returns

| Type                                                          | Description                                   |
| ------------------------------------------------------------- | --------------------------------------------- |
| [bool](https://learn.microsoft.com/dotnet/api/system.boolean) | Returns true if the operation was successful. |

### Remarks

This method writes unsaved settings to disk, which results in the reimport of any assets that depend on these settings.

### Examples

```csharp
using UnityEngine;
using UnityEditor;
public class AssetDatabaseExamples : MonoBehaviour
{
    [MenuItem("AssetDatabase/Set Cookies Import Settings")]
    static void SetCookiesImportSettings()
    {
        for (var i = 0; i < 10; i++)
        {
            var texturePath = $"Assets/Lighting/Cookies/LightingCookie{i}.jpg";
            var textureImporter =
                TextureImporter.GetAtPath(texturePath) as TextureImporter;
            textureImporter.textureType = TextureImporterType.Cookie;
            textureImporter.alphaSource = TextureImporterAlphaSource.FromGrayScale;
            //This method saves the Cookies import settings, without it the editor will ask you to apply unapplied settings
            AssetDatabase.WriteImportSettingsIfDirty(texturePath);
        }
    }
}
```
