using UnityEditor; namespace Module.Inspector.Editor.AssetImporters { internal sealed class EditorAssetImporterForScriptableObject : AssetPostprocessor { public static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths) { if (HasAnyScriptableObjects(importedAssets) || HasAnyScriptableObjects(deletedAssets) || HasAnyScriptableObjects(movedAssets)) { EditorUtilitySearchObject.Clear(); } } private static bool HasAnyScriptableObjects(string[] paths) { for (var i = 0; i < paths.Length; i++) { string path = paths[i]; if (path.EndsWith(".asset")) return true; } return false; } } }