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
Returns
Type | Description |
|---|---|
| Hash128 | The 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
The project-relative path of the asset.
Returns
Type | Description |
|---|---|
| Hash128 | The 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); }}