Have you ever been stuck with a GUID and no convenient way to figure out what asset that it belongs to?
Worry no more!
public class GUIDLookupWindow : EditorWindow { [MenuItem("Bardic/Guid Lookup...")] private static void InitWindow() { var window = GetWindow<GUIDLookupWindow>(true,"Guid Lookup", true); window.minSize = new Vector2(350, 50f); window.maxSize = new Vector2(700, 75f); window.Show(); } private string inputText, pathDisp; private void OnGUI() { GUILayout.BeginVertical(); GUILayout.Label("Paste GUID, receive asset."); GUILayout.BeginHorizontal(); inputText = EditorGUILayout.TextField("", inputText); pathDisp = AssetDatabase.GUIDToAssetPath(inputText); GUILayout.EndHorizontal(); if(pathDisp != null) { GUILayout.BeginHorizontal(); GUILayout.Space(10f); GUILayout.Label(pathDisp, EditorStyles.miniLabel); GUILayout.EndHorizontal(); UnityEngine.Object o = AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(pathDisp); GUILayout.BeginHorizontal(); GUILayout.FlexibleSpace(); if (o != null && GUILayout.Button(o.name)) Selection.activeObject = o; GUILayout.FlexibleSpace(); GUILayout.EndHorizontal(); } GUILayout.EndVertical(); } }