GetDependencies
Returns an array of all the assets that are dependencies of the asset at the specified pathName. Note: AssetDatabase.GetDependencies () gets the Assets that are referenced by other Assets. For example, a Scene could contain many GameObjects with a Material attached to them. In this case, AssetDatabase.GetDependencies () will return the path to the Material Assets, but not the GameObjects as those are not Assets on your disk.
Read time 4 minutesLast updated 5 days ago
Definition
- Type: Method
- Namespace: UnityEditor
- Assembly: UnityEditor.CoreModule
GetDependencies(string)
Returns an array of all the assets that are dependencies of the asset at the specified pathName.
Note: AssetDatabase.GetDependencies() gets the Assets that are referenced by other Assets. For example, a Scene could contain many GameObjects with a Material attached to them. In this case, AssetDatabase.GetDependencies() will return the path to the Material Assets, but not the GameObjects as those are not Assets on your disk.
public static string[] GetDependencies(string pathName)
Parameters
The path to the asset for which dependencies are required.
Returns
Type | Description |
|---|---|
| string[] | The paths of all assets that the input depends on. |
Remarks
If recursive is true, the list returned will also include the input path itself. Note that this function returns all assets that are referenced by the input asset; these references are not necessarily required during the build process.
GetDependencies(string, bool)
Returns an array of all the assets that are dependencies of the asset at the specified pathName.
Note: AssetDatabase.GetDependencies() gets the Assets that are referenced by other Assets. For example, a Scene could contain many GameObjects with a Material attached to them. In this case, AssetDatabase.GetDependencies() will return the path to the Material Assets, but not the GameObjects as those are not Assets on your disk.
public static string[] GetDependencies(string pathName, bool recursive)
Parameters
Returns
Type | Description |
|---|---|
| string[] | The paths of all assets that the input depends on. |
Remarks
If recursive is true, the list returned will also include the input path itself. Note that this function returns all assets that are referenced by the input asset; these references are not necessarily required during the build process.
GetDependencies(string[])
Returns an array of the paths of assets that are dependencies of all the assets in the list of pathNames that you provide.
Note: AssetDatabase.GetDependencies() gets the Assets that are referenced by other Assets. For example, a Scene could contain many GameObjects with a Material attached to them. In this case, AssetDatabase.GetDependencies() will return the path to the Material Assets, but not the GameObjects as those are not Assets on your disk.
public static string[] GetDependencies(string[] pathNames)
Parameters
The path to the assets for which dependencies are required.
Returns
Type | Description |
|---|---|
| string[] | The paths of all assets that the input depends on. |
Remarks
If recursive is true, the list returned will also include the input paths themselves. Note that this function returns all assets that are referenced by the input asset; these references are not necessarily required during the build process.
Examples
using System.Text;using UnityEditor;using UnityEngine;public class GetDependenciesExample : MonoBehaviour{ [MenuItem("APIExamples/GetDependencies")] static void GetAllDependenciesForScenes() { var allScenes = AssetDatabase.FindAssets("t:Scene"); string[] allPaths = new string[allScenes.Length]; int curSceneIndex = 0; foreach (var guid in allScenes) { var path = AssetDatabase.GUIDToAssetPath(guid); allPaths[curSceneIndex] = path; ++curSceneIndex; } var dependencies = AssetDatabase.GetDependencies(allPaths); StringBuilder dependenciesString = new StringBuilder(); dependenciesString.AppendLine(); foreach (var curDependency in dependencies) { dependenciesString.Append(curDependency); dependenciesString.AppendLine(); } Debug.Log("All dependencies for Scenes in Project: " + dependenciesString); }}
GetDependencies(string[], bool)
Returns an array of the paths of assets that are dependencies of all the assets in the list of pathNames that you provide.
Note: AssetDatabase.GetDependencies() gets the Assets that are referenced by other Assets. For example, a Scene could contain many GameObjects with a Material attached to them. In this case, AssetDatabase.GetDependencies() will return the path to the Material Assets, but not the GameObjects as those are not Assets on your disk.
public static string[] GetDependencies(string[] pathNames, bool recursive)
Parameters
Returns
Type | Description |
|---|---|
| string[] | The paths of all assets that the input depends on. |
Remarks
If recursive is true, the list returned will also include the input paths themselves. Note that this function returns all assets that are referenced by the input asset; these references are not necessarily required during the build process.
Examples
using System.Text;using UnityEditor;using UnityEngine;public class GetDependenciesExample : MonoBehaviour{ [MenuItem("APIExamples/GetDependencies")] static void GetAllDependenciesForScenes() { var allScenes = AssetDatabase.FindAssets("t:Scene"); string[] allPaths = new string[allScenes.Length]; int curSceneIndex = 0; foreach (var guid in allScenes) { var path = AssetDatabase.GUIDToAssetPath(guid); allPaths[curSceneIndex] = path; ++curSceneIndex; } var dependencies = AssetDatabase.GetDependencies(allPaths); StringBuilder dependenciesString = new StringBuilder(); dependenciesString.AppendLine(); foreach (var curDependency in dependencies) { dependenciesString.Append(curDependency); dependenciesString.AppendLine(); } Debug.Log("All dependencies for Scenes in Project: " + dependenciesString); }}