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CloseassetOrMetaFilePaths | Paths to Assets or their .meta files, relative to the project folder. |
outNotEditablePaths | Destination list of non-editable Asset paths. |
statusQueryOptions | Specifies how Unity should query the version control system. The default value is StatusQueryOptions.UseCachedIfPossible. |
void
Returns true
if all files can be opened for editing.
This is called by Unity when inspecting assets to determine if they can potentially be opened for editing.
This is called by Unity's own systems, but you can also call it if you are implementing your own Editor tools such as a custom version control integration.
Additional resources: AssetDatabase.CanOpenForEdit, StatusQueryOptions.
using System.Collections.Generic; using UnityEditor; using UnityEngine;
class CustomAssetModificationProcessor : UnityEditor.AssetModificationProcessor { static bool CanOpenForEdit(string[] paths, List<string> outNotEditablePaths, StatusQueryOptions statusQueryOptions) { Debug.Log("CanOpenForEdit:"); foreach (var path in paths) Debug.Log(path); return true; } }
assetOrMetaFilePath | Path to the asset file or its .meta file on disk, relative to project folder. |
message | Returns a reason for the asset not being available for editing. |
void True if the asset is considered available for editing by the selected version control system.
This is called by Unity when inspecting an asset to determine if it can potentially be opened for editing.
Although this is called by Unity's own systems, you can also call it if you are implementing your own Editor tools such as a custom version control integration. Consider using method overload that accepts an array of file paths to improve version control system performance.
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