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Unity Engine

Unity Engine

RunAfterAssemblyAttribute

Add this attribute to a callback method to mark that this callback must be run after any callbacks that are part of the specified assembly.
読み終わるまでの所要時間 4 分最終更新 1ヶ月前

Definition

[AttributeUsage(AttributeTargets.Method, AllowMultiple = true)]public class RunAfterAssemblyAttribute : Attribute

Remarks

To define dependencies for a callback, use the following attributes:
When the callback is invoked, Unity generates a dependency graph and uses topological sorting to ensure that all dependencies are run in sequence based on their dependencies. If callbacks dependencies are not present in the project then the instruction will be ignored during the generation of the dependency graph.
Note: Defining callback dependencies is currently only supported by the AssetPostprocessor.OnPostprocessAllAssets(string[], string[], string[], string[], bool) callback.

Examples

using UnityEditor;using UnityEditor.Callbacks;using UnityEngine;// This example shows how to ensure that a callback is called after the Addressables assembly has been called.class MyPostprocessor : AssetPostprocessor{ [RunAfterAssembly("Unity.Addressables.Editor")] static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths) { Debug.Log("MyPostprocessor"); }}

Constructors

Constructor

Description

RunAfterAssemblyAttribute(System.String)Add this attribute to a callback method to mark that this callback must be run after any callbacks that are part of the specified assembly.

Properties

Property

Description

assemblyNameThe name of the assembly that should be run before this callback.

Inheritance

Inherited Members