Either unity bug or documentation bug on GetAssetDependencyHash, can someone help?

I’m trying to automatically detect changes to dependencies on assets and I started using the AssetDatabase.GetAssetDependencyHash method. This is because the documentation says the following:

So to my understanding I provide just one asset path and this should return me an hash regarding some information of all dependencies of said asset, right?

Then it continues saying:

Again, to my understanding it aggregates a bunch of information to create the hash and it finishes by saying that this can be used so asset bundles know when they can be rebuilt.

The thing is, the hash only detects changes to the asset itself, and not it’s dependencies. So if you have an asset A with a reference to the asset B if you use this method on A to detect changes in B the hash will be the same whatever you do in B. It’s only when you change something in A that the hash changes.

Either this method only hashes the asset itself and the documentation is wrong and should never have the word “dependency” on it OR the documentation is right and the method is not doing what is supposed to be doing.

Right now the only way I have is to get all dependencies with AssetDatabase.GetDependencies and one by one check each of them to see if something has changed. Which defeats the purposed because now I have to manage a dynamic number of dependencies and save all of them just to check if one of them did change.

Am I right or just going crazy and in need to pratice english?

Did you find an answer to this? I’m updating our asset bundle solution and this looks potentially useful.