# GetReasonsForIncluding(string)

> Returns the list of dependencies or reasons that caused the given entity to be included in the build.

## Definition

* **Type:** Method
* **Namespace:** [UnityEditor.Build.Reporting](/engine/6000.7/script-reference/unityeditor/build/reporting.md)
* **Assembly:** UnityEditor.CoreModule

```csharp
public IEnumerable<string> GetReasonsForIncluding(string entityName)
```

### Parameters

**** (\[string]\(https\://learn.microsoft.com/dotnet/api/system.string)): The name of an engine module, class, or other entity present in the build.

### Returns

| Type                                                                                                    | Description                                                                                                |
| ------------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------- |
| [IEnumerable\<string>](https://learn.microsoft.com/dotnet/api/system.collections.generic.ienumerable-1) | A list of modules, classes, or other entities that caused the provided entity to be included in the build. |

### Remarks

The returned list of strings may include names of components, internal engine objects, other modules, or other human-readable reasons. To obtain further information, you can pass each string back into GetReasonsForIncluding again.

For example, calling GetReasonsForIncluding("Physics Module") may return a list that includes "Rigidbody", and you can then call GetReasonsForIncluding("Rigidbody") to get more information about which Scenes or assets are using the Rigidbody component.
