Table of Contents

Method Fingerprint

Namespace
GrindFest.Content.Editor
Assembly
GrindFest.dll

Fingerprint(string[])

The fingerprint of everything a content build's output depends on: the root assets, by the AssetDatabase's own dependency hash, plus the root set itself.

One call per root, no walking — the roots are the build's input, and every prefab, material and mesh the build will write is reached from one of them. A change anywhere in that reach changes the hash of the root that reaches it, which is exactly the question "would this build produce something different".

public static string Fingerprint(string[] rootAssetPaths)

Parameters

rootAssetPaths string[]

Returns

string