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Unity Engine


GetAssetDependencyHash

Gets a hash of all the dependencies of the asset with the specified GUID.
Read time 1 minuteLast updated 3 days ago

Definition

  • Type: Method
  • Namespace: UnityEditor
  • Assembly: UnityEditor.CoreModule

GetAssetDependencyHash(GUID)

Gets a hash of all the dependencies of the asset with the specified GUID.
public static Hash128 GetAssetDependencyHash(GUID guid)

Parameters

guid

GUID
The GUID of the asset.

Returns

Type

Description

Hash128The combined hash of the dependencies of the asset.

Remarks

The hash combines the source asset path, the source asset, the .meta file, the target platform, and the importer version. If the hash changes, the imported asset might have changed, so rebuild any AssetBundles that contain it.

GetAssetDependencyHash(string)

Gets a hash of all the dependencies of the asset at a path.
public static Hash128 GetAssetDependencyHash(string path)

Parameters

path

The project-relative path of the asset.

Returns

Type

Description

Hash128The combined hash of the dependencies of the asset.

Remarks

The hash combines the source asset path, the source asset, the .meta file, the target platform, and the importer version. If the hash changes, the imported asset might have changed, so rebuild any AssetBundles that contain it.

Examples

using UnityEditor;using UnityEngine;public class AssetDatabaseExamples : MonoBehaviour{ [MenuItem("AssetDatabase/Dependency Hash Example")] public static void DependencyHashExample() { //Load a Material, change its shader and save it var matPath = "Assets/Material.mat"; var asset = (Material)AssetDatabase.LoadMainAssetAtPath(matPath); asset.shader = Shader.Find("Unlit/Texture"); AssetDatabase.SaveAssets(); //Print out the hash into the console var hash = AssetDatabase.GetAssetDependencyHash(matPath); Debug.Log(hash); //Change the Shader on the Material and save it asset.shader = Shader.Find("Standard"); AssetDatabase.SaveAssets(); //Hash will be different hash = AssetDatabase.GetAssetDependencyHash(matPath); Debug.Log(hash); }}