Add this attribute to a callback method to mark that this callback must be run after any callbacks that are part of the specified class.
To define dependencies for a callback, use the following attributes:
RunAfterClassAttribute, RunBeforeClassAttribute
RunAfterAssemblyAttribute, RunBeforeAssemblyAttribute
RunAfterPackageAttribute, RunBeforePackageAttribute
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 callback.
using UnityEditor; using UnityEditor.Callbacks;
class RunFirst : AssetPostprocessor { [RunBeforeClass(typeof(RunNext))] static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths) { } }
class RunNext : AssetPostprocessor { static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths) { } }
class RunLast : AssetPostprocessor { [RunAfterClass(typeof(RunNext))] static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths) { } }
classType | The class type that should be run before this callback. |
RunAfterClassAttribute | Add this attribute to a callback method to mark that this callback must be run after any callbacks that are part of the specified class. |