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CloseCalculates and returns a list of all assets the assets listed in roots
depend on.
Editor window that shows the next example.
#pragma strict public class CollectDependenciesExample extends EditorWindow { static var obj: GameObject = null; @MenuItem("Example/Collect Dependencies") static function Init() { // Get existing open window or if none, make a new one: var window: CollectDependenciesExample = CollectDependenciesExampleEditorWindow.GetWindow(CollectDependenciesExample); window.Show(); } function OnGUI() { obj = EditorGUI.ObjectField(new Rect(3, 3, position.width - 6, 20), "Find Dependency", obj, GameObject) as GameObject; if (obj) { var roots: Object[] = [obj]; if (GUI.Button(new Rect(3, 25, position.width - 6, 20), "Check Dependencies")) Selection.objects = EditorUtility.CollectDependencies(roots); } else EditorGUI.LabelField(new Rect(3, 25, position.width - 6, 20), "Missing:", "Select an object first"); } function OnInspectorUpdate() { Repaint(); } }
using UnityEngine; using UnityEditor;
public class CollectDependenciesExample : EditorWindow { static GameObject obj = null;
[MenuItem("Example/Collect Dependencies")] static void Init() { // Get existing open window or if none, make a new one: CollectDependenciesExample window = (CollectDependenciesExample)EditorWindow.GetWindow(typeof(CollectDependenciesExample)); window.Show(); }
void OnGUI() { obj = EditorGUI.ObjectField(new Rect(3, 3, position.width - 6, 20), "Find Dependency", obj, typeof(GameObject)) as GameObject;
if (obj) { Object[] roots = new Object[] { obj };
if (GUI.Button(new Rect(3, 25, position.width - 6, 20), "Check Dependencies")) Selection.objects = EditorUtility.CollectDependencies(roots); } else EditorGUI.LabelField(new Rect(3, 25, position.width - 6, 20), "Missing:", "Select an object first"); }
void OnInspectorUpdate() { Repaint(); } }