path | Path of the Asset on disk. |
IEnumerable<string> Returns the list of keywords.
Extract search keywords from the serialized properties of an Asset at a specific path.
using UnityEngine; using UnityEditor;
// Create a new type of Settings Asset. class MyCustomSettings : ScriptableObject { public const string k_MyCustomSettingsPath = "Assets/Editor/MyCustomSettings.asset";
[SerializeField] private int m_Number;
[SerializeField] private string m_SomeString;
internal static MyCustomSettings GetOrCreateSettings() { var settings = AssetDatabase.LoadAssetAtPath<MyCustomSettings>(k_MyCustomSettingsPath); if (settings == null) { settings = ScriptableObject.CreateInstance<MyCustomSettings>(); settings.m_Number = 42; settings.m_SomeString = "The answer to the universe"; AssetDatabase.CreateAsset(settings, k_MyCustomSettingsPath); AssetDatabase.SaveAssets(); } return settings; }
internal static SerializedObject GetSerializedSettings() { return new SerializedObject(GetOrCreateSettings()); } }
class AssetSettingsProviderRegister { [SettingsProvider] public static SettingsProvider CreateFromFilePath() { // Create an AssetSettingsProvider from a file path: var provider = AssetSettingsProvider.CreateProviderFromAssetPath("Project/AssetSettings/FromFile", MyCustomSettings.k_MyCustomSettingsPath);
// Register keywords from the properties of the serialized object at a specific path provider.keywords = SettingsProvider.GetSearchKeywordsFromPath(MyCustomSettings.k_MyCustomSettingsPath); return provider; }
[SettingsProvider] public static SettingsProvider CreateFromSettingsObject() { // Create an AssetSettingsProvider from a settings object (UnityEngine.Object): var settingsObj = AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(MyCustomSettings.k_MyCustomSettingsPath); var provider = AssetSettingsProvider.CreateProviderFromObject("Project/AssetSettings/FromObject", settingsObj);
// Register keywords from the properties of settingsObj provider.keywords = SettingsProvider.GetSearchKeywordsFromSerializedObject(new SerializedObject(settingsObj)); return provider; }
class Styles { public static GUIContent number = new GUIContent("My Number"); public static GUIContent someString = new GUIContent("Some string"); }
[SettingsProvider] public static SettingsProvider CreateFromSettingsFromFunctor() { // Create an AssetSettingsProvider from a functor that must return a UnityEngine.Object: var provider = new AssetSettingsProvider("Project/AssetSettings/FromFunctor", () => UnityEditor.Editor.CreateEditor(AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(MyCustomSettings.k_MyCustomSettingsPath)));
// Register keywords from the static GUIContent in Styles class provider.keywords = SettingsProvider.GetSearchKeywordsFromGUIContentProperties<Styles>(); return provider; } }