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Unity Engine


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

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

assets

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

asset

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

assets

The asset list to fetch state information for.

recursively

If any assets specified are folders this flag will get status for all descendants of the folder as well.

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

asset

The asset to fetch state information for.

recursively

If any assets specified are folders this flag will get status for all descendants of the folder as well.

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

assets

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

assets

The asset list to fetch state information for.

recursively

If any assets specified are folders this flag will get status for all descendants of the folder as well.

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

asset

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

asset

The asset to fetch state information for.

recursively

If any assets specified are folders this flag will get status for all descendants of the folder as well.

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.