diff --git a/Scripts/Editor/NodeEditorAssetModProcessor.cs b/Scripts/Editor/NodeEditorAssetModProcessor.cs
index edaebaa..f4b14a2 100644
--- a/Scripts/Editor/NodeEditorAssetModProcessor.cs
+++ b/Scripts/Editor/NodeEditorAssetModProcessor.cs
@@ -1,5 +1,6 @@
using UnityEditor;
using UnityEngine;
+using System.IO;
namespace XNodeEditor {
/// Deals with modified assets
@@ -9,6 +10,9 @@ namespace XNodeEditor {
/// This is important to do, because you can't delete null sub assets.
/// For another workaround, see: https://gitlab.com/RotaryHeart-UnityShare/subassetmissingscriptdelete
private static AssetDeleteResult OnWillDeleteAsset (string path, RemoveAssetOptions options) {
+ // Skip processing anything without the .cs extension
+ if (Path.GetExtension(path) != ".cs") return AssetDeleteResult.DidNotDelete;
+
// Get the object that is requested for deletion
UnityEngine.Object obj = AssetDatabase.LoadAssetAtPath (path);