Handler used to resolve a document ID to some other data string.
using System.Linq; using UnityEditor; using UnityEditor.Search; using UnityEngine; /// <summary> /// Since the search indexes only contain string document IDs that must be unique, /// you can use `resolveDocumentHandler` to transform these document IDs into something /// that can be searched while running queries that contain simple words. /// </summary> static class Example_SearchIndexer_resolveDocumentHandler { struct Weapon { public string id { get; private set; } public int power { get; set; } public string name { get; set; } public Weapon(string name, int power) { id = System.Guid.NewGuid().ToString("N"); this.name = name; this.power = power; } } [MenuItem("Examples/SearchIndexer/resolveDocumentHandler")] public static void Run() { const int MagicPower = 1; var weapons = new[] { new Weapon("Long Bow", 2), new Weapon("Short Sword", 3), new Weapon("Short Sword", 3 + MagicPower), // We have two weapons that will have different ids, but the same name. new Weapon("Long Sword", 4) }; var si = new SearchIndexer("Weapons") { // Define a handler that returns a searchable string that can search for each document. // These words are not indexed, therefore the string is linear and might not scale as expected. // IMPORTANT: Unless you want to have case-sensitive search, you should convert the resolved string to lowercase. resolveDocumentHandler = (id) => weapons.First(w => w.id == id).name.ToLowerInvariant() }; si.Start(); foreach (var w in weapons) { var di = si.AddDocument(w.id); si.AddWord("weapon", 0, di); } si.Finish(() => { OnIndexReady(si, weapons); // Dispose the SearchIndexer when you are done with it. si.Dispose(); }); } private static void OnIndexReady(SearchIndexer si, Weapon[] weapons) { var results = si.Search("weapon sword").ToArray(); Debug.Assert(results.Length == 3, "No weapon were found"); foreach (var result in results) { var w = weapons.First(w => w.id == result.id); Debug.Log($"Found [{result.index}] {result.id}/{w.name} ({w.power})"); } } }