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Unity Engine


AssetPathToGUID

Get the GUID for the asset at path.
Read time 2 minutesLast updated 11 days ago

Definition

  • Type: Method
  • Namespace: UnityEditor
  • Assembly: UnityEditor

AssetPathToGUID(string)

Get the GUID for the asset at
path
.
public static string AssetPathToGUID(string path)

Parameters

path

Project relative path for the asset.

Returns

Type

Description

stringGUID of the asset.

Remarks

All paths are relative to the project folder, for example: "Assets/MyTextures/hello.png".
When you delete an asset, the GUID for that asset remains in Unity's asset database until you close the Editor. As a result, by default this method will still return GUIDs for assets that were deleted in the current session of the Unity Editor.
For assets that do not exist, and were not deleted in the current Editor session, this method returns an empty string.
If you need it to return an empty string for assets that were deleted in the current Editor session, pass the value AssetPathToGUIDOptions.OnlyExistingAssets as the "options" parameter.
using UnityEngine;using UnityEditor;public class Example : MonoBehaviour{ [MenuItem("AssetDatabase/AssetPathToGUID")] static void Doit() { // texture.jpg exists or was recently deleted string t = AssetDatabase.AssetPathToGUID("Assets/texture.jpg"); Debug.Log(t); // t will be not null } [MenuItem("AssetDatabase/AssetPathToGUID Existing Assets Only")] static void DoitExistingAssetsOnly() { // texture.jpg does not exist on disk string t = AssetDatabase.AssetPathToGUID("Assets/texture.jpg", AssetPathToGUIDOptions.OnlyExistingAssets); Debug.Log(t); // t will be null }}
See AssetDatabase.GUIDFromAssetPath for a version that returns a GUID instead of a string.

AssetPathToGUID(string, AssetPathToGUIDOptions)

Get the GUID for the asset at
path
.
public static string AssetPathToGUID(string path, AssetPathToGUIDOptions options)

Parameters

path

Project relative path for the asset.

Specifies whether this method should return a GUID for recently deleted assets. The default value is AssetPathToGUIDOptions.IncludeRecentlyDeletedAssets.

Returns

Type

Description

stringGUID of the asset.

Remarks

All paths are relative to the project folder, for example: "Assets/MyTextures/hello.png".
When you delete an asset, the GUID for that asset remains in Unity's asset database until you close the Editor. As a result, by default this method will still return GUIDs for assets that were deleted in the current session of the Unity Editor.
For assets that do not exist, and were not deleted in the current Editor session, this method returns an empty string.
If you need it to return an empty string for assets that were deleted in the current Editor session, pass the value AssetPathToGUIDOptions.OnlyExistingAssets as the "options" parameter.
using UnityEngine;using UnityEditor;public class Example : MonoBehaviour{ [MenuItem("AssetDatabase/AssetPathToGUID")] static void Doit() { // texture.jpg exists or was recently deleted string t = AssetDatabase.AssetPathToGUID("Assets/texture.jpg"); Debug.Log(t); // t will be not null } [MenuItem("AssetDatabase/AssetPathToGUID Existing Assets Only")] static void DoitExistingAssetsOnly() { // texture.jpg does not exist on disk string t = AssetDatabase.AssetPathToGUID("Assets/texture.jpg", AssetPathToGUIDOptions.OnlyExistingAssets); Debug.Log(t); // t will be null }}
See AssetDatabase.GUIDFromAssetPath for a version that returns a GUID instead of a string.