Status
Starts a task that will fetch the most recent status about the asset or assets from the revision control system.
Read time 6 minutesLast updated 5 days ago
Definition
- Type: Method
- Namespace: UnityEditor.VersionControl
- Assembly: UnityEditor.CoreModule
Status(AssetList)
Starts a task that will fetch the most recent status about the asset or assets from the revision control system.
public static Task Status(AssetList assets)
Parameters
The asset list to fetch state information for.
Returns
Type | Description |
|---|---|
| Task |
Remarks
The updated assets can be access through the task's assetList property once it has completed.
using System.Collections.Generic;using UnityEditor;using UnityEditor.VersionControl;using UnityEngine;public class EditorScript : MonoBehaviour{ [MenuItem("Version Control/Status")] public static void ExampleStatus() { AssetList assets = new AssetList(); assets.Add(Provider.GetAssetByPath("Assets/ExampleAsset.cs")); Task t = Provider.Status(assets); t.Wait(); t.assetList.ForEach(asset => Debug.Log(asset.name + " " + asset.state.ToString())); }}
The example code above will check the status of the given example asset and its .meta file and output that information into the console.
Status(Asset)
Starts a task that will fetch the most recent status about the asset or assets from the revision control system.
public static Task Status(Asset asset)
Parameters
The asset to fetch state information for.
Returns
Type | Description |
|---|---|
| Task |
Remarks
The updated assets can be access through the task's assetList property once it has completed.
using System.Collections.Generic;using UnityEditor;using UnityEditor.VersionControl;using UnityEngine;public class EditorScript : MonoBehaviour{ [MenuItem("Version Control/Status")] public static void ExampleStatus() { AssetList assets = new AssetList(); assets.Add(Provider.GetAssetByPath("Assets/ExampleAsset.cs")); Task t = Provider.Status(assets); t.Wait(); t.assetList.ForEach(asset => Debug.Log(asset.name + " " + asset.state.ToString())); }}
The example code above will check the status of the given example asset and its .meta file and output that information into the console.
Status(AssetList, bool)
Starts a task that will fetch the most recent status about the asset or assets from the revision control system.
public static Task Status(AssetList assets, bool recursively)
Parameters
Returns
Type | Description |
|---|---|
| Task |
Remarks
The updated assets can be access through the task's assetList property once it has completed.
using System.Collections.Generic;using UnityEditor;using UnityEditor.VersionControl;using UnityEngine;public class EditorScript : MonoBehaviour{ [MenuItem("Version Control/Status")] public static void ExampleStatus() { AssetList assets = new AssetList(); assets.Add(Provider.GetAssetByPath("Assets/ExampleAsset.cs")); Task t = Provider.Status(assets); t.Wait(); t.assetList.ForEach(asset => Debug.Log(asset.name + " " + asset.state.ToString())); }}
The example code above will check the status of the given example asset and its .meta file and output that information into the console.
Status(Asset, bool)
Starts a task that will fetch the most recent status about the asset or assets from the revision control system.
public static Task Status(Asset asset, bool recursively)
Parameters
Returns
Type | Description |
|---|---|
| Task |
Remarks
The updated assets can be access through the task's assetList property once it has completed.
using System.Collections.Generic;using UnityEditor;using UnityEditor.VersionControl;using UnityEngine;public class EditorScript : MonoBehaviour{ [MenuItem("Version Control/Status")] public static void ExampleStatus() { AssetList assets = new AssetList(); assets.Add(Provider.GetAssetByPath("Assets/ExampleAsset.cs")); Task t = Provider.Status(assets); t.Wait(); t.assetList.ForEach(asset => Debug.Log(asset.name + " " + asset.state.ToString())); }}
The example code above will check the status of the given example asset and its .meta file and output that information into the console.
Status(string[])
Starts a task that will fetch the most recent status about the asset or assets from the revision control system.
public static Task Status(string[] assets)
Parameters
The asset list to fetch state information for.
Returns
Type | Description |
|---|---|
| Task |
Remarks
The updated assets can be access through the task's assetList property once it has completed.
using System.Collections.Generic;using UnityEditor;using UnityEditor.VersionControl;using UnityEngine;public class EditorScript : MonoBehaviour{ [MenuItem("Version Control/Status")] public static void ExampleStatus() { AssetList assets = new AssetList(); assets.Add(Provider.GetAssetByPath("Assets/ExampleAsset.cs")); Task t = Provider.Status(assets); t.Wait(); t.assetList.ForEach(asset => Debug.Log(asset.name + " " + asset.state.ToString())); }}
The example code above will check the status of the given example asset and its .meta file and output that information into the console.
Status(string[], bool)
Starts a task that will fetch the most recent status about the asset or assets from the revision control system.
public static Task Status(string[] assets, bool recursively)
Parameters
Returns
Type | Description |
|---|---|
| Task |
Remarks
The updated assets can be access through the task's assetList property once it has completed.
using System.Collections.Generic;using UnityEditor;using UnityEditor.VersionControl;using UnityEngine;public class EditorScript : MonoBehaviour{ [MenuItem("Version Control/Status")] public static void ExampleStatus() { AssetList assets = new AssetList(); assets.Add(Provider.GetAssetByPath("Assets/ExampleAsset.cs")); Task t = Provider.Status(assets); t.Wait(); t.assetList.ForEach(asset => Debug.Log(asset.name + " " + asset.state.ToString())); }}
The example code above will check the status of the given example asset and its .meta file and output that information into the console.
Status(string)
Starts a task that will fetch the most recent status about the asset or assets from the revision control system.
public static Task Status(string asset)
Parameters
The asset to fetch state information for.
Returns
Type | Description |
|---|---|
| Task |
Remarks
The updated assets can be access through the task's assetList property once it has completed.
using System.Collections.Generic;using UnityEditor;using UnityEditor.VersionControl;using UnityEngine;public class EditorScript : MonoBehaviour{ [MenuItem("Version Control/Status")] public static void ExampleStatus() { AssetList assets = new AssetList(); assets.Add(Provider.GetAssetByPath("Assets/ExampleAsset.cs")); Task t = Provider.Status(assets); t.Wait(); t.assetList.ForEach(asset => Debug.Log(asset.name + " " + asset.state.ToString())); }}
The example code above will check the status of the given example asset and its .meta file and output that information into the console.
Status(string, bool)
Starts a task that will fetch the most recent status about the asset or assets from the revision control system.
public static Task Status(string asset, bool recursively)
Parameters
Returns
Type | Description |
|---|---|
| Task |
Remarks
The updated assets can be access through the task's assetList property once it has completed.
using System.Collections.Generic;using UnityEditor;using UnityEditor.VersionControl;using UnityEngine;public class EditorScript : MonoBehaviour{ [MenuItem("Version Control/Status")] public static void ExampleStatus() { AssetList assets = new AssetList(); assets.Add(Provider.GetAssetByPath("Assets/ExampleAsset.cs")); Task t = Provider.Status(assets); t.Wait(); t.assetList.ForEach(asset => Debug.Log(asset.name + " " + asset.state.ToString())); }}
The example code above will check the status of the given example asset and its .meta file and output that information into the console.