Called when search is invoked in "contextual mode". Returns true if the search provider is enabled for this search context.
using System.Collections.Generic; using UnityEditor; using UnityEditor.Search; using UnityEngine; static class LightsSearchProvider { [SearchItemProvider] internal static SearchProvider CreateProvider() { return new SearchProvider("example_lights", "Lights") { filterId = "z:", priority = 99999, // Put example provider at a low priority showDetailsOptions = ShowDetailsOptions.Inspector, fetchItems = (context, items, provider) => FetchItems(context, provider), toObject = (item, type) => item.data as Light, onEnable = () => { /*Cache some data in here*/ }, onDisable = () => { /*Clear the cache*/ }, // This provider can be used in the scene view contextually. isEnabledForContextualSearch = () => IsFocusedWindowTypeName("SceneView") }; } static IEnumerable<SearchItem> FetchItems(SearchContext context, SearchProvider provider) { if (context.empty) yield break; var sceneProvider = SearchService.GetProvider("scene"); using (var sceneQuery = SearchService.CreateContext(sceneProvider, $"t:light {context.searchQuery}")) using (var results = SearchService.Request(sceneQuery)) { var lightIcon = EditorGUIUtility.FindTexture("Lighting"); foreach (var r in results) { if (r == null) { // ***IMPORTANT***: Make sure to yield so you do not block the main thread waiting for results. yield return null; } else { yield return provider.CreateItem(context, r.id, r.GetLabel(sceneQuery, true), r.GetDescription(sceneQuery, true), lightIcon, r.ToObject<GameObject>().GetComponent<Light>()); } } } } static bool IsFocusedWindowTypeName(string focusWindowName) { return EditorWindow.focusedWindow != null && EditorWindow.focusedWindow.GetType().ToString().EndsWith("." + focusWindowName); } [MenuItem("Examples/SearchProvider/Show lights")] public static void ShowLights() { // Search for directional lights (lights with "directional" in their name) SearchService.ShowWindow(SearchService.CreateContext("z:directional")); } }