# SyncIfNeeded(string[], string[], string[], string[], string[])

> When you change Assets in Unity, this method for the current chosen instance of IExternalCodeEditor parses the new and changed Assets.

## Definition

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

```csharp
void SyncIfNeeded(string[] addedFiles, string[] deletedFiles, string[] movedFiles, string[] movedFromFiles, string[] importedFiles)
```

### Parameters

**** (\[string\[]]\(https\://learn.microsoft.com/dotnet/api/system.string)): Added files through Unity's UI.**** (\[string\[]]\(https\://learn.microsoft.com/dotnet/api/system.string)): **** (\[string\[]]\(https\://learn.microsoft.com/dotnet/api/system.string)): Files that was added but has been moved.**** (\[string\[]]\(https\://learn.microsoft.com/dotnet/api/system.string)): Same list as movedFiles, but contains the location of where these was moved from.**** (\[string\[]]\(https\://learn.microsoft.com/dotnet/api/system.string)): Imported files, which were not added through Unity's UI.
