Add
Allows you to add files to version control via script.
Read time 2 minutesLast updated 6 days ago
Definition
- Type: Method
- Namespace: UnityEditor.VersionControl
- Assembly: UnityEditor.CoreModule
Add(AssetList, bool)
Allows you to add files to version control via script.
public static Task Add(AssetList assets, bool recursive)
Parameters
Returns
Type | Description |
|---|---|
| Task |
Remarks
If you have selected a version control integration in Unity's project settings panel, the default setting is for new files to be automatically added to version control. However, you can disable the "Automatic add" option to prevent this. This method is intended to be used to allow you to add files to version control manually via script, if you have disabled "Automatic add".
Examples
using System.Collections.Generic;using UnityEditor;using UnityEditor.VersionControl;using UnityEngine;public class EditorScript : MonoBehaviour{ [MenuItem("Version Control/Add")] static void ExampleAdd() { AssetList assets = new AssetList(); assets.Add(Provider.GetAssetByPath("Assets/ExampleAsset.cs")); Task t = Provider.Add(assets, recursive: false); t.Wait(); }}
Add(Asset, bool)
Allows you to add files to version control via script.
public static Task Add(Asset asset, bool recursive)
Parameters
Returns
Type | Description |
|---|---|
| Task |
Remarks
If you have selected a version control integration in Unity's project settings panel, the default setting is for new files to be automatically added to version control. However, you can disable the "Automatic add" option to prevent this. This method is intended to be used to allow you to add files to version control manually via script, if you have disabled "Automatic add".
Examples
using System.Collections.Generic;using UnityEditor;using UnityEditor.VersionControl;using UnityEngine;public class EditorScript : MonoBehaviour{ [MenuItem("Version Control/Add")] static void ExampleAdd() { AssetList assets = new AssetList(); assets.Add(Provider.GetAssetByPath("Assets/ExampleAsset.cs")); Task t = Provider.Add(assets, recursive: false); t.Wait(); }}