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EditorUtility.CollectDependencies

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public static function CollectDependencies(roots: Object[]): Object[];
public static Object[] CollectDependencies(Object[] roots);

Parameters

Description

Calculates 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( ); } }