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@Unity-Javier
Created July 10, 2020 10:06
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using System.IO;
using System.Text;
using UnityEditor;
using UnityEditor.Experimental;
using UnityEngine;
public class LibraryPathsForAsset
{
[MenuItem("AssetDatabase/OutputLibraryPathsForAsset")]
public static void OutputLibraryPathsForAsset()
{
var assetPath = "Assets/Shaders/Mat05.mat";
StringBuilder assetPathInfo = new StringBuilder();
var guidString = AssetDatabase.AssetPathToGUID(assetPath);
var hash = AssetDatabaseExperimental.GetArtifactHash(guidString);
AssetDatabaseExperimental.GetArtifactPaths(hash, 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 all assets:\n"+assetPathInfo.ToString());
}
}
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