Version: 2017.4
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EditorUtility.CollectDependencies

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public static method CollectDependencies(roots: Object[]): Object[];
public static Object[] CollectDependencies(Object[] roots);

Description

Calculates and returns a list of all assets the assets listed in roots depend on.


Editor window that shows the next example.

#pragma strict
public class CollectDependenciesExample extends EditorWindow {
	static var obj: GameObject = null;
	@MenuItem("Example/Collect Dependencies")
	static function Init() {
		// Get existing open window or if none, make a new one:
		var window: CollectDependenciesExample = CollectDependenciesExampleEditorWindow.GetWindow(CollectDependenciesExample);
		window.Show();
	}
	function OnGUI() {
		obj = EditorGUI.ObjectField(new Rect(3, 3, position.width - 6, 20), "Find Dependency", obj, GameObject) as GameObject;
		if (obj) {
			var roots: Object[] = [obj];
			if (GUI.Button(new Rect(3, 25, position.width - 6, 20), "Check Dependencies"))
				Selection.objects = EditorUtility.CollectDependencies(roots);
		}
		else
			EditorGUI.LabelField(new Rect(3, 25, position.width - 6, 20), "Missing:", "Select an object first");
	}
	function OnInspectorUpdate() {
		Repaint();
	}
}
using UnityEngine;
using UnityEditor;

public class CollectDependenciesExample : EditorWindow { static GameObject obj = null;

[MenuItem("Example/Collect Dependencies")] static void Init() { // Get existing open window or if none, make a new one: CollectDependenciesExample window = (CollectDependenciesExample)EditorWindow.GetWindow(typeof(CollectDependenciesExample)); window.Show(); }

void OnGUI() { obj = EditorGUI.ObjectField(new Rect(3, 3, position.width - 6, 20), "Find Dependency", obj, typeof(GameObject)) as GameObject;

if (obj) { Object[] roots = new Object[] { obj };

if (GUI.Button(new Rect(3, 25, position.width - 6, 20), "Check Dependencies")) Selection.objects = EditorUtility.CollectDependencies(roots); } else EditorGUI.LabelField(new Rect(3, 25, position.width - 6, 20), "Missing:", "Select an object first"); }

void OnInspectorUpdate() { Repaint(); } }