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Official Quick Search Preview

Discussion in 'Editor Workflows' started by benoitd_unity, Feb 26, 2019.

  1. jonathans42

    jonathans42

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    That should be the case already. When the window opens the text is selected, so you can hit Backspace and start typing your new query. If the windows turns out to be docked, pressing ESC will also clear the search text, but only if docked, otherwise if the window is floating, pressing ESC should close it.

    With the latest version you can also hit ALT+UP/DOWN to cycle recent searches.

    A bit unrelated, but so you know, you can also toggle the option Keep Open to have the search view stay open after you execute a search action (i.e. pressing Enter on the selected item)

    upload_2021-9-30_9-37-34.png
     
  2. jonathans42

    jonathans42

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    com.unity.quicksearch@3.0.0-preview.18 as been released with some fixes and improvements.


    ## [3.0.0-preview.18] - 2021-09-27
    - Add `ref=<global object id>` asset reference indexing to have nested queries work with `h: ref={p: t:material}`
    - Add new prefab asset selectors, (i.e. `select{t:prefab, Label, @prefabbase, @prefabtype}`
    - Add scene object name indexing if no asset path resolves.
    - Add support for Vector4 filtering (i.e. `h: position<(,0,)` to find objects below the ground at 0)
    - Fix `prefab:` variants indexing
    - Fix integer property filter using an floating number (i.e. `h: vertices>900.1`)
    - Fix long error string display in search view status bar.
    - Fix scene provider GameObject serialized property filtering (i.e. `#m_Layer=0`)
    - Fix search table construction alias initialization using a select{} statement
    - Fix single search index entry less than or equal number comparison.
    - Fix sort{} with duplicate values
    - Fix threaded evaluation of search expression handle leaks
    - Fix where{} search expression error logging.
    - Improve search view undo manager (i.e. CTRL+Z and CTRL+Y)
    - Optimize search proposition enumeration
     
    Last edited: Sep 30, 2021
  3. Per-Morten

    Per-Morten

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    Right, now that you mention it I see that the text is selected for a brief time window (one frame?), then is deselected, looks like it might be a bug. This also happens in 3.0.0-preview.18, just downloaded it to check.
    Btw, with the text selected (assuming the bug is fixed), I won't have to hit backspace right? I can just start typing and the selected text will be replaced?

    I don't technically need this, I just wanted a way to be able to open quick search and instantly start typing what I want to search for without having to clear the previous search. If quick search is supposed to start with the previous query selected (such that you can instantly begin typing, ideally without having to even hit backspace once, just replacing the previous query) then I'm satisfied.
     
  4. jonathans42

    jonathans42

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    Hmm ok that is weird. I cannot repro. Is there some external plugin that could steal the focus? Can you repro in an empty project? Which version of 20.3 are you at?

    Yes absolutely.
     
  5. Per-Morten

    Per-Morten

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    It happens in a clean project as well for me. I'm on 2020.3.18f1, and it also happens on 2020.3.19f1.
     
  6. jonathans42

    jonathans42

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    Ok I will investigate further.
    Thanks,
     
  7. jonathans42

    jonathans42

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    I found the issue, it will be fixed in preview.19.
     
  8. Per-Morten

    Per-Morten

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    Awesome :)
     
  9. Per-Morten

    Per-Morten

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    I'm getting tons of this error when I search using preview.19, Unity version 2020.3.18f1

     
  10. jonathans42

    jonathans42

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    Do you have an idea what could be the invalid path? What was your query?
     
  11. Per-Morten

    Per-Morten

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    Unfortunately no. Also, it has stopped reproducing (good for me :p). It stopped after I "iterated" over all the results (using the arrow keys) in the problematic query. I tried deleting the index file, but it still doesn't show up. The only shot in the dark I might have is that we sometimes get the following warning on some of our shaders/materials, and those shaders/materials might have shown up in the problematic query. Don't know if it's related at all, just thought about it since it looked like the error was related to getting a preview of something.

     
  12. jonathans42

    jonathans42

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    Hmm ok, my guess would be that the asset file got deleted or moved by the time the preview was fetched causing this issue.

    I will guard against that in the next version. Let me know if you get it again and if you get more info what could be the path.

    Thanks,
     
    Per-Morten likes this.
  13. sebastienp_unity

    sebastienp_unity

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    Actually Search opens with the previous tetx already selected. So if you start typing it will override the current selection.

    IMHO this should give you the behavior you like:
    - if you want the previous query (t:prefab) -> it is already there!
    - If you want to start from scratch: start typing.

     
  14. Baste

    Baste

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    This was not the case in 3.0.0-preview.17, which was what I had installed, but updating to preview.19 made it work like you're describing. So you probably fixes this recently!
     
  15. jonathans42

    jonathans42

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    Yes there was clearly a regression since ~.16. Thank you for the validation.
     
  16. SI-Shawn

    SI-Shawn

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    Hi,

    I am new to Quick Search and installed v3.0.0-preview.19 on Unity v2020.3.17f1.

    Following along with the documentation when I type '?' in the search bar I expected to see a similar result of help options like are shown in the documentation. Instead I get what looks like a search result looking for instances of '?' with 20K entries.

    Is something broken or is the documentation out of date? Should I not use any of the preview versions?

    Thanks,
    Shawn
     
  17. SI-Shawn

    SI-Shawn

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    When I completely remove the package and install v3.0.0-preview.18 this issue goes away. Once I update to v3.0.0-preview.19 the issue returns. If I downgrade to .18 from .19 without first removing the package the issue persists.
     
  18. jonathans42

    jonathans42

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    Indeed, the
    ?
    provider was removed in favor a the new query builder, but that said the query builder is only available in >=22.1 for now. We will backport it to 2020.3 in an upcoming release.

    upload_2021-10-14_9-2-12.png

    I will update the package version for 2020.3 to remove the ? tip until that gets resolved.

    Meanwhile you can follow this walkthrough to learn more about quicksearch: https://github.com/Unity-Technologies/com.unity.search.extensions/wiki/Blog-Search-21.2

    Thanks for the feedback.
     
    SI-Shawn and JesOb like this.
  19. daoth-gear

    daoth-gear

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    I want to customize QuickSearch like this:
    - Search all game objects in the scene that have component Image and sprite is None (h: t:image -p(sprite):"")
    - When selecting a search item in the search popup, it will assign a new sprite (load from the project) to that search item.
    Please help me.
     
  20. jonathans42

    jonathans42

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    Hi, you bring a good point, we do find property matching a given object, but we do not support matching none or null.

    h: t:Image #m_Sprite="Assets/Mod Assets/Mod Resources/Textures/billboard_2D_basic.png"

    upload_2021-10-29_8-8-48.png

    With upload_2021-10-29_8-9-22.png

    I will add support to be able to do

    h: t:Image #m_Sprite=none
     
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  21. jonathans42

    jonathans42

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    Next version will include testing with #prop=none, i.e.

    upload_2021-10-29_8-20-1.png

    You will also be able to do
    !=none
    to get all objects for which the property is not null.

    upload_2021-10-29_8-28-29.png

    Will that work for you?
     
    Last edited: Oct 29, 2021
  22. Aurigan

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    Using 2021.2.0f1 - It looks like Quick Search has now been integrated into the core editor instead of being a package (great!).

    The old shortcut of Alt-' isn't mapped now but I do see Ctrl-K brings up Edit/Search All ... is 'Search All' a new name for Quick Search?

    Assuming this is the rebranded Quick Search ... this version also seems to have the bug where previously entered text isn't selected on reopening the search.
     
    gillemp likes this.
  23. Baste

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    Yeah, it's confusing that there's both a "search all" and a "quicksearch" entry in the shortcut manager, that seem to do the same. Some holdover, or?
     
    gillemp likes this.
  24. jonathans42

    jonathans42

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    This fix has not landed in 21.2 yet but should be available soon.. It is available in the 20.3 package version.
     
  25. daoth-gear

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    Greate, can you help me with a custom script that assigns another sprite to the selected item in the search popup?
     
  26. filod

    filod

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    why is it indexing everytime i start unity ? When i start unity, i can't search anything for a while, that's really annoying ! (everyone knows unity crashes now and then, waiting for indexing is not an good option)
     
  27. Baste

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    Scrolled through some of this thread to look for something else, and I just thought I'd let you know - we figure out the AssetDatabase/Resources thing. We were trying to look for assets too early (in InitializeOnLoad). When we do that, any assets that have been changed externally will not be available, and and AssetDatabase or Resources call trying to fetch them will return null. This is intended behaviour, as the old behaviour where you were able to fetch the assets was actually sometimes returning the old, cached version of the asset from the database.

    @Unity_Javier was kind enough to write up a great explanation here.

    Any assets that haven't been changed externally will be fetched correctly, so this bug is a bit hard to catch.

    So if you're building your caches early enough, that might be why newly created scenes that I pull in from git doesn't show up in quick search for a while.
     
    Last edited: Nov 25, 2021
  28. Baste

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    The reason why I was scrolling through this thread was because I'm pretty sure somebody from the QS team (maybe @jonathans42?) answered a question about QS continually warning about "A filter for "vertices" already exists. Please remove it first before adding a new one.". There was a fix for that in a specific commit, but the issue is still there in the latest available version of QS (Version 3.0.0-preview.22 - November 04, 2021)

    Any timeline on when the fix will be pushed to a publicly available version?
     
  29. jonathans42

    jonathans42

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    Hi, the indexer should only kick off of there is something new to index.

    Which version are you using?
     
  30. jonathans42

    jonathans42

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    Hmm you are saying this is still the case with 3.0.0-preview.22? I just double check and it should have been fixed. Is it possible you are using another package or extension that also adds something like this?

    Code (CSharp):
    1.        
    2.         [SceneQueryEngineFilter("vertices")]
    3.         [System.ComponentModel.Description("Mesh vertex count")]
    4.         public static int SceneFilterVertices(GameObject go)
    5.         {
    6.             var meshFilter = go.GetComponent<MeshFilter>();
    7.             if (!meshFilter || !meshFilter.sharedMesh)
    8.                 return 0;
    9.  
    10.             return meshFilter.sharedMesh.vertexCount;
    11.         }
    12.  
     
  31. filod

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    2021.2.4. i guess the indexing strategy may not ideal for me,
    i use two different PC to work on the same project (through git). i think it may be better to automatically indexing when starting unity rather that after open the search window.
     
  32. Baste

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    Yup! This led me down a rabbit hole, and I remembered that the place I first saw that message pop up was with Search Extensions, and you already told me how to fix it.

    Installing the latest version of com.unity.search.extensions did the trick, and that was what was sending the message all along. I did "Add package from git url" with the new path you pushed to the instructions on Github yesterday.
     
  33. jonathans42

    jonathans42

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    Ok, I think we should add an option/preference to kick off the indexing at startup instead of the first time you start searching.
     
    filod likes this.
  34. jonathans42

    jonathans42

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    Ok that make sense. We are doing a lot of changes to the com.unity.search.extensions to clean up things, so things might be moving a lot in the following weeks.
     
  35. MechaWolf99

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    I know that it may not be that important when compared to your other work, but could you look at doing a UI pass on the search window for consistency? To be honest to me the window feels a bit jarring when I open it, it doesn't feel like it fits in with the aesthetic/styling of the rest of the editor. I can elaborate on specifics if you want, but I to just want to put it out there that this is something that is desired (by at least me).

    Also, you goes are doing good work, and overall I do really like the search window and API.
     
    jonathans42 likes this.
  36. jonathans42

    jonathans42

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    Hi, can you tell us which version you are using? The UI has changed a lot over the last versions.

    Please do, we are always looking to do better. If you can come up with a list of suggestions with screenshot and mockups that would help a lot. Make sure to use the latest version com.unity.quickserach@3.0.0-preview.22 or Unity >=2022.1.

    Here's for comparison a few screenshots of the latest version so we can talk about the same things:

    upload_2021-12-9_19-10-18.png

    upload_2021-12-9_19-11-14.png

    upload_2021-12-9_19-12-28.png

    Thanks for your feedback.
     
  37. jonathans42

    jonathans42

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    About the Search API, we are releasing more than 50 new APIs for search in 22.2! With those APIs and some willingness you will be able to redo the entire UI using the same search backend if you want!
     
    Lars-Steenhoff likes this.
  38. MechaWolf99

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    Sure, I can do that! When I wrote this I was using the newest 2022.1 beta (downloaded today).

    The colors for the alternating background in the results view is different than the colors of the alternating background of the UIToolkit ListView. And on hover it lightens the background, where the ListView darkens it. I also personally find the contrast to be too much, and feel it almost adds more noise than it helps with readability. The ListView's contrast is much more pleasant for me.

    (Left side - Search Window, Right side - ListView example)

    The footer uses a darker color rather than a lighter one like the Package Manager and Project Browser use. This also makes it look a bit tacky imo when next to one of them.

    (Matching color on left, current color on right)


    (Comparison currently next to project browser)

    The big "Search Unity" text in the empty search field makes it feel like a bar title to me, both because it is center aligned and because it is the normal text color. Having text at the start where the actual text is would feel nicer imo and draw the eye to where it should be. It is also more inline with how most searchers in other software look.

    (Top/back - current, bottom/front - suggestion)

    The icons in the footer don't follow any 'toolbar' rules. The hover/selected background is only around the icon itself with no padding. This looks quite messy to me, and makes it obvious that the icon are odd numbers and not even (not complaining about them being odd, to be clear).
    The hover/selected background should take up the full height of the footer and a set width, an example of this is in the Packages Manager.

    In addition to that, I think it would look nicer with dividers/borders between them, this helps break them up a bit and also lets you group together the 3 style toggles.

    (Top/front - current, Bottom/back - suggestion)

    The "Searches" and "Inspector" panel toggles don't have anything to do with searching field itself, so I don't feel like they should be next to it. Along with that, their headers are inline with the "All, Project, Hierarchy, etc." toolbar, so to me it makes them feel more natural if they were there as well.
    The only downside I see to this would be for the inspector, you would need to move the mouse when you toggle it on/off as the icon would move, but I also think there is some way UX design to solve that.

    (Left/back - suggestion without searches panel, Right/front - suggestion with searches panel)

    Also, random thing I noticed, the "Searches" panel header is one pixel shorter than the results area header.


    The rounded corners of the "Tab to filter" dropdown doesn't go with other dropdowns in unity which are square. The text of the selected item is not white as you will see it is in basically every where in the editor when the background is the 'selected blue' color. Having it white also just helps it pop a bit.

    (Current)


    (Changed)
    I also think that making it a lighter colors looks a bit nicer maybe. Idk if it fits the 'unity style' exactly but I think a drop-shadow also helps it look nicer and pop more too.

    (Lighter background and slight drop-shadow)

    The way the the item/results area is show when there is no search is something I am not a fan of and doesn't feel 'Unity' to me. This is mostly due to the darker area in the center. So what I would do is make the whole background the same color. In the mockup I made the background the same color as the results background (and project browser background) so that it should feel like a nice transition between the two. I think the layout and styling could be tweaked too to look nicer in this format, but I don't have any ideas off of the top of my head. I can mess around with it to see about getting something nicer if you want, it just takes time.

    (Left/back - current, Right/front - suggestion)

    Maybe in practice I would feel differently, but I kind of feel like the Query Builder toggle would be nicer inside of the search field as it directly alters how it functions (I don't have strong feelings about this, just an idea that I think would make it better, maybe)

    (Toggle inside search bar with styling similar to the object field, but on the left side instead of the right)


    (Toggle inside search bar with styling like a standalone icon button)


    The header of the inspector feels 'thrown together', I think I feel this way about it because the layout of the buttons, there is a lot of empty space, and it doesn't have a 'header line' like the "searches" pane does. So I would just make them icons maybe? Its the best I got atm.


    This is tiny one but imo makes a different, the search field uses the old field style where all borders are the same color, where the new field style has the top border darker.

    (Old field style)

    (New field style)

    The grid icon selection and hover style is different than the Project Browser. I'm not saying I don't like it. I I like it better than the current project browser styling. I guess more so I want the project browser to update its styling. I just want them to have the same object grid styling really...

    I think this is all I can see at the moment. I didn't realize I should use the images you provided until I was almost done, so... my bad. I hope this helps, I know a lot of it seems pedantic, but it makes a difference... at least to me.

    Also, I noticed in the images that the All/Project/Hierarchy/etc. 'toolbar' doesn't have a bottom border. If that is coming in the future, you can add it to this list for me :p
     
    jonathans42 likes this.
  39. MechaWolf99

    MechaWolf99

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    That's great to hear! I will never complain about getting more APIs! Nice that you will be able to do so much!
     
  40. jonathans42

    jonathans42

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    Will fix.

    Will fix.

    You are right. We'll change that. It looks much better on your mockup.

    Good point. We'll address that too.

    Interesting. I am not 100% sure about this one, but I'll check with the team what they think.

    Easy fix, will do.

    Good suggestion. We'll check those too. That said, over time, the query builder (>=2022.1) mode will take over the auto-complete dropdown.

    Yes it looks much better. We'll should be able to do that too.

    I really like your inspector header bar. We'll see if we can make this too.

    Yep!

    I'll run this with our designer and we should be able to fix most of the things you've suggested in a future version.
    Thanks a lot for your feedback and your time!
     
    MechaWolf99 likes this.
  41. sebastienp_unity

    sebastienp_unity

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    Thanks for the feedback and all the mockups. It is really appreciated. A lot of these suggestions are easy fix that we will try to address soon.

    Thanks again for taking the time to feedback as thorough as this!

     
    MechaWolf99 likes this.
  42. MechaWolf99

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    I really appreciate that you are open/willing to make these changes! I'm glad that you like a lot of them! I look forward to future updates :D

    Yeah a lot of them are really easy. You will most likely spend less time fixing the things then I spent writing that comment about them, hahaha.
     
    jonathans42 likes this.
  43. MechaWolf99

    MechaWolf99

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    Hey, so I just found out that the
    name:
    filter was removed, and I just released an asset that uses it. (My fault for not testing with the newest version and reading the changelog) So my question is, what would be the proper way now to search for an asset by its name?
     
    Last edited: Dec 16, 2021
    Lars-Steenhoff likes this.
  44. jonathans42

    jonathans42

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    name:
    was a duplication of the file path tokens that was already indexed so we removed it. If you really depends on it, you can create a new
    CustomObjectIndexer
    and index name: yourself in your plugin. Or you can use a regex to only match the asset file name (there is an example of that in a post in this thread).

    See https://docs.unity3d.com/2022.1/Doc...ence/Search.CustomObjectIndexerAttribute.html

    It would look something like this:

    Code (CSharp):
    1.  
    2. [CustomObjectIndexer(typeof(UnityEngine.Object))]
    3. internal static void IndexName(CustomObjectIndexerTarget context, ObjectIndexer indexer)
    4. {
    5.     indexer.AddProperty("name", context.target.name, context.documentIndex);
    6. }
    7.  
    You might want to replace
    context.target.name
    with anything else, like the asset file name for instance. You might also want to validate that the object name is non null or valid.

    While debugging
    CustomObjectIndexer
    you can bump the attribute version property and then in the index manager, you can right click on the index and do Force rebuild.

    Let me know if you need any additional help regarding this. We can also consider restoring the name: filter, but the idea was to reduce the index size since that information was already indexed in another form.
     
  45. MechaWolf99

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    I don't mind using regex, but for the life of my I can't figure out how to search only the file name. I looked several pages back but couldn't find the example you were talking about (there is like 15 pages...).

    I don't know where to give feedback on this, but I find the new docs on the main site to be very hard to find the info I want. It feels like it is all scattered around, I also mis not having the 'cheat sheet' like the 3.0 docs have.
    Also there is incorrect/misleading info in multiple places. For example, it says that
    "t:texture"
    will only search the name, which is correct, but only because there isn't a type with that name.
    "texture"
    will still search for type and name.
     
  46. MechaWolf99

    MechaWolf99

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    Another question, how do you 'ignore' spaces in a folder name. For example
    p:assets/test folder/
    to get all of the assets in the "Assets/Test Folder" doesn't work.
     
  47. MechaWolf99

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    I found a bug where QS simply can't find some indexed items it seems. In the screenshot you can see that QS only shows a single asset, at the path "assets/other" when there are in fact 2 other assets at that path. They seem to be indexed with the proper path as shown in the index manager. I would report this bug officially, but I can't figure out how to reliably reproduce it, but thought I would mention it incase you know what might cause it.

    This is on Unity 2020.312f1 and QS 3.0.0-preview.22.
    (To be clear, I clicked the "Build" button, waited to finish indexing and then searched in QS "assets/other", in that order)
     

    Attached Files:

  48. jonathans42

    jonathans42

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    Something like this should work.

    p: "Point Light.prefab$"

    upload_2021-12-17_8-20-7.png

    Here's a few links to some docs:
    - https://github.com/Unity-Technologies/com.unity.search.extensions/wiki
    - https://docs.unity3d.com/2022.1/Documentation/Manual/search-overview.html
    - https://docs.unity3d.com/Packages/com.unity.quicksearch@3.0/manual/search-syntax.html

    You can use
    ""
    when there is spaces in an expression. In your case you should use
    p: "assets/test folder/"


    I will investigate what could be going on. You can send me in private your sample project if possible.

    Thanks,
     
    Lars-Steenhoff likes this.
  49. MechaWolf99

    MechaWolf99

    Joined:
    Aug 22, 2017
    Posts:
    290
    Right so it seems just my project is bugged, that was the first thing I had tried but it didn't work. Tried in a different project and it work, thanks.

    This only will do a exact matches unfortunately. What I think I need for regex is to match the start of a file name in a path. This isn't really 'your job' to give me regex, so I will go see about learning it again, and come up with something that mimics the
    name:
    filter.

    Yup, The Unity manual layout I found to be a bit confusing and messy.

    Will do.
     
    Last edited: Dec 17, 2021
    jonathans42 likes this.
  50. jonathans42

    jonathans42

    Unity Technologies

    Joined:
    Jan 25, 2018
    Posts:
    514
    You can try:

    p: "\/PART_OF_YOUR_FILENAME.+\.prefab$"


    upload_2021-12-17_10-12-47.png

    I agree. It is a different team that works on the online manual and it is often behind the development work. We'll try to improve on that front next year.
     
    Lars-Steenhoff likes this.