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@Unity-Javier
Created February 17, 2020 10:23
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using System.IO;
using System.Text;
using UnityEditor;
using UnityEditor.Experimental;
using UnityEngine;
public class DumpAllAssetPaths : MonoBehaviour
{
[MenuItem("AssetDatabase/OutputAllLibraryPaths")]
public static void OutputPathToAssets()
{
var findAssetsResult = AssetDatabase.GetAllAssetPaths();
StringBuilder assetPathInfo = new StringBuilder();
foreach (var assetPath in findAssetsResult)
{
var guidString = AssetDatabase.AssetPathToGUID(assetPath);
var hash = AssetDatabaseExperimental.GetArtifactHash(guidString);
AssetDatabaseExperimental.GetArtifactPaths(hash, out var paths);
assetPathInfo.Append(AssetDatabase.GUIDToAssetPath(guidString));
assetPathInfo.AppendLine();
foreach (var curVirtualPath in paths)
{
if(curVirtualPath.EndsWith(".info"))
continue;
var curPath = Path.GetFullPath(curVirtualPath);
assetPathInfo.Append("\t" + curPath);
assetPathInfo.AppendLine();
}
}
Debug.Log("Path info for all assets:\n"+assetPathInfo.ToString());
}
}
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