# Merge(AssetList)

> Initiates a merge task to handle the merging of conflicting Assets. This invokes a merge tool, which you can set in the External Tools section of the Preferences window, on the conflicting Assets. When the merge task finishes, the AssetList only contains the Assets that the tool could merge.

## Definition

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

```csharp
public static Task Merge(AssetList assets)
```

### Parameters

**** (\[AssetList]\(/engine/6000.7/script-reference/unityeditor/versioncontrol/assetlist)): The list of conflicting assets to be merged.

### Returns

| Type                                                                       | Description |
| -------------------------------------------------------------------------- | ----------- |
| [Task](/engine/6000.7/script-reference/unityeditor/versioncontrol/task.md) |             |

### Remarks

To correctly resolve the resulting [AssetList](/engine/6000.7/script-reference/unityeditor/versioncontrol/assetlist.md) states (and replace the files with the correct, merged version), you must call a subsequent [Provider.Resolve](/engine/6000.7/script-reference/unityeditor/versioncontrol/provider/resolve.md) task with a [ResolveMethod.UseMerged](/engine/6000.7/script-reference/unityeditor/versioncontrol/resolvemethod/usemerged.md) ResolveMethod.

### Examples

```csharp
using System.Collections.Generic;
using UnityEditor;
using UnityEditor.VersionControl;
using UnityEngine;

public class EditorScript : MonoBehaviour
{
    [MenuItem("Version Control/Merge")]
    public static void ExampleMerge()
    {
        AssetList assets = new AssetList();
        assets.Add(Provider.GetAssetByPath("Assets/ExampleAsset.cs"));
        Task t1 = Provider.Merge(assets);
        t1.Wait();
        Task t2 = Provider.Resolve(assets, ResolveMethod.UseMerged);
        t2.Wait();
    }
}
```
