# GetReferencedClipsForModelPath(string)

> Returns all the referenced clips matching the given model name.

## Definition

* **Type:** Method
* **Namespace:** [UnityEditor](/engine/6000.5/script-reference/unityeditor.md)
* **Assembly:** UnityEditor.CoreModule

```csharp
public static string[] GetReferencedClipsForModelPath(string modelPath)
```

### Parameters

**** (\[string]\(https\://learn.microsoft.com/dotnet/api/system.string)): The model for which to find matching referenced clips.

### Returns

| Type                                                               | Description                                              |
| ------------------------------------------------------------------ | -------------------------------------------------------- |
| [string\[\]](https://learn.microsoft.com/dotnet/api/system.string) | Array of referenced clip GUIDs matching the given model. |

### Remarks

Note: referenced clips are matched against the given model by respecting the EditorSettings.referencedClipsExactNaming project setting.

### Examples

```csharp
using UnityEditor;
using UnityEngine;

public class TestMenus
{
    // Create a menu named "Log Referenced Clips" in the "Tests" menu
    [MenuItem("Tests/Log Referenced Clips")]
    static void LogReferencedClips()
    {
        var modelPath = "Assets/Characters/Asset.fbx";
        Debug.Log($"Referenced Clips for {modelPath}:");

        var referencedClips = ModelImporter.GetReferencedClipsForModelPath(modelPath);
        foreach (var referencedClip in referencedClips)
            Debug.Log($"--Clip: {AssetDatabase.GUIDToAssetPath(referencedClip)}");

        // Output:
        // Referenced Clips for Assets/Characters/Asset.fbx:
        // --Clip: Assets/Characters/Asset@Jump.fbx
        // --Clip: Assets/Characters/Asset@Run.fbx
        // --Clip: Assets/Characters/Asset@Walk.fbx
    }
}
```
