Filtering narrows the scope of your searches to specific providers. You can filter searches in the following ways:
Set up persistent search filters to control which providers Search uses for regular searches.
Use a regular or special Search Provider’s search token in the search field to only display results from that provider.
Limit your search results by using sub-filters and using the keywords available for your index.
You can temporarily toggle Search Providers on and off from the Filters pane. This can help reduce the number of items that a search returns, which is convenient if you already know what type of item you are looking for. The providers that are toggled on at any given time are the active Search Providers.
Search Providers drop-down menu
When you toggle Search Providers off in the Search Providers menu, Search “mutes” them in your current search session. Search Providers that perform background indexing or other hidden operations continue to do so when muted.
Note: To enable and disable Search Providers from all of your search sessions, use the Search Preferences.
To set persistent search filters:
Note: When you unmute a Search Provider that you disabled in Search preferences, it changes the Preferences setting.
Tip: You can use ↑ (up arrow) and ↓ (down arrow) to cycle through the available filters, and Space to toggle a filter.
Every Search Provider has a unique text string called a search token, also called a filter ID. When you prefix a search query with a provider’s search token, Search limits the scope of the search to that provider.
For example, p:
is the search token for the Asset Search Provider. When you enter p:Player
in the search field, Search searches for Assets that match the term “Player” (for example, assets with “Player” in their names).
See Regular searches for a list of search tokens for regular Search Providers.
See Special searches for a list of search tokens for special Search Providers.
See Additional search tokens for a list of search tokens for PrefabsAn asset type that allows you to store a GameObject complete with components and properties. The prefab acts as a template from which you can create new object instances in the scene. More info
See in Glossary
, Files, Types, Properties, and DependenciesIn the context of the Package Manager, a dependency is a specific package version (expressed in the form package_name@package_version
) that a project or another package requires in order to work. Projects and packages use the dependencies attribute in their manifests to define the set of packages they require. For projects, these are considered direct dependencies; for packages, these are indirect, or transitive, dependencies. More info
See in Glossary searches.
You can combine search tokens to create more complex queries.
Here are a few examples:
Query | Description |
---|---|
h: t:meshrenderer p(castshadows)!="Off" |
Searches all static meshes in a SceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info See in Glossary that cast a shadow. |
h: t:light p(color)=#FFFFFF p(intensity)>7.4 |
Searches all lights in a Scene with a specific color with brightness higher than 7.4. |
o: t:healthui ref:healthcanvas |
Use the Object Provider to search all indexed Prefabs and Scenes for GameObjectsThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info See in Glossary with a HealthUI component that references the healthcanvas Prefab. |
h: path:/Collectables t:collectable |
Find all objects with a component Collectable located in the path /Collectables.
|
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