# rootAssetPaths

> Array of paths to the root assets to include in the build.

## Definition

* **Type:** Property
* **Namespace:** [UnityEditor](/engine/6000.7/script-reference/unityeditor.md)
* **Assembly:** UnityEditor.CoreModule

```csharp
public string[] rootAssetPaths { readonly get; set; }
```

### Remarks

Set this property to project-relative paths of existing [ScriptableObject](/engine/6000.7/script-reference/unityengine/scriptableobject.md)-derived assets. The build includes each specified asset along with any dependency it references. After you register the content directory, retrieve the root assets at runtime with [ContentLoadManager.GetRootAssets](/engine/6000.7/script-reference/unity/loading/contentloadmanager/getrootassets.md).

Only ScriptableObject-derived assets are permitted as roots, to prevent accidental misuse such as using large assets like Textures or Meshes as root assets.

Additional Resources: [ContentLoadManager.GetRootAssets](/engine/6000.7/script-reference/unity/loading/contentloadmanager/getrootassets.md)
