# SyncAll()

> Unity calls this function during initialization in order to sync the Project. This is different from IExternalCodeEditor.SyncIfNeeded in that it does not get a list of changes.

## Definition

* **Type:** Method
* **Namespace:** [Unity.CodeEditor](/engine/6000.6/script-reference/unity/codeeditor.md)
* **Assembly:** UnityEditor.CoreModule

```csharp
void SyncAll()
```

### Remarks

Another workflow where this is used is from the menu "Assets/Open C# Project", which will make a call to this function before a call to [IExternalCodeEditor.OpenProject](/engine/6000.6/script-reference/unity/codeeditor/iexternalcodeeditor/openproject.md) is made.
