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Unity Engine


GetAssetDependencyHash

Returns the hash of all the dependencies of an asset.
Read time 2 minutesLast updated 7 days ago

Definition

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

GetAssetDependencyHash(GUID)

Returns the hash of all the dependencies of an asset.
public static Hash128 GetAssetDependencyHash(GUID guid)

Parameters

guid

GUID
GUID of the asset.

Returns

Type

Description

Hash128Aggregate hash.

Remarks

The hash aggregates the following: source asset path, source asset, meta file, target platform and importer version. The change of this hash indicates that the imported asset may have changed so the relevant asset bundles should be rebuilt.

Examples

using UnityEditor;using UnityEngine;public class AssetDatabaseExamples : MonoBehaviour{ [MenuItem("AssetDatabase/Dependency Hash Example")] public static void DependencyHashExample() { //Load a Material, change its shader and save it var matPath = "Assets/Material.mat"; var asset = (Material)AssetDatabase.LoadMainAssetAtPath(matPath); asset.shader = Shader.Find("Unlit/Texture"); AssetDatabase.SaveAssets(); //Print out the hash into the console var hash = AssetDatabase.GetAssetDependencyHash(matPath); Debug.Log(hash); //Change the Shader on the Material and save it asset.shader = Shader.Find("Standard"); AssetDatabase.SaveAssets(); //Hash will be different hash = AssetDatabase.GetAssetDependencyHash(matPath); Debug.Log(hash); }}

GetAssetDependencyHash(string)

Returns the hash of all the dependencies of an asset.
public static Hash128 GetAssetDependencyHash(string path)

Parameters

path

Project relative path to the asset.

Returns

Type

Description

Hash128Aggregate hash.

Remarks

The hash aggregates the following: source asset path, source asset, meta file, target platform and importer version. The change of this hash indicates that the imported asset may have changed so the relevant asset bundles should be rebuilt.

Examples

using UnityEditor;using UnityEngine;public class AssetDatabaseExamples : MonoBehaviour{ [MenuItem("AssetDatabase/Dependency Hash Example")] public static void DependencyHashExample() { //Load a Material, change its shader and save it var matPath = "Assets/Material.mat"; var asset = (Material)AssetDatabase.LoadMainAssetAtPath(matPath); asset.shader = Shader.Find("Unlit/Texture"); AssetDatabase.SaveAssets(); //Print out the hash into the console var hash = AssetDatabase.GetAssetDependencyHash(matPath); Debug.Log(hash); //Change the Shader on the Material and save it asset.shader = Shader.Find("Standard"); AssetDatabase.SaveAssets(); //Hash will be different hash = AssetDatabase.GetAssetDependencyHash(matPath); Debug.Log(hash); }}