Created
August 28, 2020 12:30
-
-
Save Unity-Javier/e51c023f9dc6bdfc48d13536a6cc5f0a to your computer and use it in GitHub Desktop.
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using System.IO; | |
using System.Text; | |
using UnityEditor; | |
using UnityEditor.Experimental; | |
using UnityEngine; | |
public class LibraryPathsForAsset_2020_2 | |
{ | |
[MenuItem("AssetDatabase/OutputLibraryPathsForAsset")] | |
public static void OutputLibraryPathsForAsset() | |
{ | |
var assetPath = "Assets/Prefabs/MyPrefab.prefab"; | |
StringBuilder assetPathInfo = new StringBuilder(); | |
var guidString = AssetDatabase.AssetPathToGUID(assetPath); | |
//The ArtifactKey is needed here as there are plans to | |
//allow importing for different platforms without switching | |
//platform, thus ArtifactKeys will be parametrized in the future | |
var artifactKey = new ArtifactKey(new GUID(guidString)); | |
var artifactID = AssetDatabaseExperimental.LookupArtifact(artifactKey); | |
//Its possible for an Asset to have multiple import results, | |
//if, for example, Sub-assets are present, so we need to iterate | |
//over all the artifacts paths | |
AssetDatabaseExperimental.GetArtifactPaths(artifactID, out var paths); | |
assetPathInfo.Append($"Files associated with {assetPath}"); | |
assetPathInfo.AppendLine(); | |
foreach (var curVirtualPath in paths) | |
{ | |
//The virtual path redirects somewhere, so we get the | |
//actual path on disk (or on the in memory database, accordingly) | |
var curPath = Path.GetFullPath(curVirtualPath); | |
assetPathInfo.Append("\t" + curPath); | |
assetPathInfo.AppendLine(); | |
} | |
Debug.Log("Path info for asset:\n"+assetPathInfo.ToString()); | |
} | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment