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TryGetSourceAssetGUID(ContentFileIdentity, out GUID)

Gets the GUID of the asset that a content file was built from.
Read time 2 minutesLast updated 7 hours ago

Definition

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

TryGetSourceAssetGUID(ContentFileIdentity, GUID)

public static bool TryGetSourceAssetGUID(ContentFileIdentity file, out GUID guid)

Parameters

The identity of a content file, from LoadedContentFileInfo.Identity.

guid

GUID
The GUID of the asset, or an empty GUID when the method returns
false
.

Returns

Type

Description

bool
true
if the file was built from an asset. Returns
false
if it holds the scripts of the build, default resources or built-in resources, or if
file
is not valid.

Remarks

Use this to name the entries of ContentLoadState.Files of a state filled in the Editor. Use AssetDatabase.GUIDToAssetPath to get the current path of the asset. The GUID stays the same when the asset moves. For a state filled in a Player, look up ContentFileIdentity.ToString in the build's
ContentLayout.json
file, as ContentDirectoryDiagnostics describes.

Examples

using System.Collections.Generic;using Unity.Loading;using UnityEditor;using UnityEngine;namespace BuildDocExamples{ // Example: find what a level loaded and did not release. Count the holds that game code keeps on // each content file before the level loads, and again after it unloads. A file that game code // holds more often afterwards is held by a Loadable that the level loaded and did not release. // The same asset built into two content directories has the same identity in both, so the counts // are kept per directory. public class ContentDirectoryDiagnostics_GetContentDirectoryLoadInfoExample { readonly ContentDirectoryLoadInfo m_Info = new ContentDirectoryLoadInfo(); readonly Dictionary<(ContentDirectoryHandle, ContentFileIdentity), int> m_HoldsBeforeLevel = new Dictionary<(ContentDirectoryHandle, ContentFileIdentity), int>(); public void OnBeforeLevelLoads() { m_HoldsBeforeLevel.Clear(); foreach (ContentDirectoryHandle directory in ContentLoadManager.GetContentDirectories()) { ContentDirectoryDiagnostics.GetContentDirectoryLoadInfo(directory, m_Info); for (int i = 0; i < m_Info.LoadState.Files.Count; i++) m_HoldsBeforeLevel[(directory, m_Info.LoadState.Files[i].Identity)] = GameCodeHolds(i); } } public void OnAfterLevelUnloads() { foreach (ContentDirectoryHandle directory in ContentLoadManager.GetContentDirectories()) { ContentDirectoryDiagnostics.GetContentDirectoryLoadInfo(directory, m_Info); ContentLoadState state = m_Info.LoadState; for (int i = 0; i < state.Files.Count; i++) { LoadedContentFileInfo file = state.Files[i]; m_HoldsBeforeLevel.TryGetValue((directory, file.Identity), out int holdsBefore); int notReleased = GameCodeHolds(i) - holdsBefore; if (notReleased > 0) Debug.LogWarning($"{notReleased} Loadable(s) not released after the level unloaded, in {NameOf(file.Identity)}"); } } } // Unity holds the files of root assets for the content directory. The other holds come from game code. int GameCodeHolds(int fileIndex) { return m_Info.LoadState.Files[fileIndex].ReferenceCount - m_Info.RootAssetReferences[fileIndex]; } // In the Editor, name the asset that the file was built from. Elsewhere, the identity is the // file's StableId in the ContentLayout.json file of the build that ContentDirectoryLoadInfo.BuildManifestHash names. static string NameOf(ContentFileIdentity file) { return ContentLoadEditorUtility.TryGetSourceAssetGUID(file, out GUID guid) ? AssetDatabase.GUIDToAssetPath(guid) : file.ToString(); } }}