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Unity Engine


DependsOnSourceAsset

Allows you to specify that an Asset depends directly on the source file of another Asset (as opposed to the import result of another asset).
Read time 2 minutesLast updated 17 days ago

Definition

DependsOnSourceAsset(string)

Allows you to specify that an Asset depends directly on the source file of another Asset (as opposed to the import result of another asset).
public void DependsOnSourceAsset(string path)

Parameters

path

The path of the source dependency.

Remarks

When you specify that one asset depends on another (eg, Asset A depends on Assset B), it means if that Asset B is modified, not only will Asset B be reimported, but also Asset A will be reimported.
Note: This methods sets up a dependency on the Asset source file itself, not the import result (the artifact) of the Asset. If you want to set up a dependency on the import result of an asset, use AssetImportContext.DependsOnArtifact.

Examples

using UnityEngine;using UnityEditor;using UnityEditor.AssetImporters;using System.IO;[ScriptedImporter(1, "cube")]public class CubeWithTextureImporter : ScriptedImporter{ public override void OnImportAsset(AssetImportContext ctx) { var cube = GameObject.CreatePrimitive(PrimitiveType.Cube); ctx.AddObjectToAsset("main obj", cube); ctx.SetMainObject(cube); var material = new Material(Shader.Find("Standard")); var lines = File.ReadAllLines(ctx.assetPath); var texturePath = lines[0]; var texture = AssetDatabase.LoadAssetAtPath<Texture>(texturePath); if (texture != null) { material.SetTexture("_MainTex", texture); // add a dependency on the texture, such that if it changes or moves, we reimport the asset ctx.DependsOnSourceAsset(texturePath); } ctx.AddObjectToAsset("MaterialWithTexture", material); }}

DependsOnSourceAsset(GUID)

Allows you to specify that an Asset depends directly on the source file of another Asset (as opposed to the import result of another asset).
public void DependsOnSourceAsset(GUID guid)

Parameters

guid

GUID
The guid of the source asset dependency.

Remarks

When you specify that one asset depends on another (eg, Asset A depends on Assset B), it means if that Asset B is modified, not only will Asset B be reimported, but also Asset A will be reimported.
Note: This methods sets up a dependency on the Asset source file itself, not the import result (the artifact) of the Asset. If you want to set up a dependency on the import result of an asset, use AssetImportContext.DependsOnArtifact.

Examples

using UnityEngine;using UnityEditor;using UnityEditor.AssetImporters;using System.IO;[ScriptedImporter(1, "cube")]public class CubeWithTextureImporter : ScriptedImporter{ public override void OnImportAsset(AssetImportContext ctx) { var cube = GameObject.CreatePrimitive(PrimitiveType.Cube); ctx.AddObjectToAsset("main obj", cube); ctx.SetMainObject(cube); var material = new Material(Shader.Find("Standard")); var lines = File.ReadAllLines(ctx.assetPath); var texturePath = lines[0]; var texture = AssetDatabase.LoadAssetAtPath<Texture>(texturePath); if (texture != null) { material.SetTexture("_MainTex", texture); // add a dependency on the texture, such that if it changes or moves, we reimport the asset ctx.DependsOnSourceAsset(texturePath); } ctx.AddObjectToAsset("MaterialWithTexture", material); }}