DependsOnCustomDependency(string)
Allows you to specify that an Asset has a custom dependency.
Read time 1 minuteLast updated 14 days ago
Definition
- Type: Method
- Namespace: UnityEditor.AssetImporters
- Assembly: UnityEditor.CoreModule
public void DependsOnCustomDependency(string dependency)
Parameters
Name of dependency. You can use any name you like, but because these names are global across all your Assets, it can be useful to use a naming convention (eg a path-based naming system as in the example below) to avoid clashes with other custom dependency names.
Remarks
Use custom dependency if need to setup a dependency to something that can't be expressed as either an source asset dependency or artifact dependency.
Examples
using UnityEngine;using UnityEditor.AssetImporters;using UnityEditor.Experimental;using UnityEngine.Assertions;using UnityEditor;class MySystem{ public const string CustomDependencyName = "MyProject/Settings"; public static string GetSetting() { return "42"; } public static void RegisterCustomDependency() { // You cannot register a custom dependency during the Asset Import process, so this method must be called before the Asset is imported. UnityEditor.AssetDatabase.RegisterCustomDependency(CustomDependencyName, Hash128.Compute(GetSetting())); }}class SomeValue : ScriptableObject{ public int value;}[ScriptedImporter(1, "data", AllowCaching = true)]public class MyDataImporter : ScriptedImporter{ public override void OnImportAsset(AssetImportContext ctx) { ctx.DependsOnCustomDependency(MySystem.CustomDependencyName); var someObj = ScriptableObject.CreateInstance<SomeValue>(); var setting = MySystem.GetSetting(); if (setting == "42") someObj.value = 100; else someObj.value = -1; ctx.AddObjectToAsset("someObj", someObj); }}