public sealed class AssetEditorRegistryWhich editor opens a file.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
Told, never discovered — the same rule, and the same reasons, as ImporterRegistry. An assembly scan makes "which editors does this build have" a question with a different answer in a trimmed publish, and two editors claiming one extension resolve by load order, which is how a .vxprefab comes to open in the scene editor on one machine and the prefab editor on another.
There is no fallback. An importer has one because "this format has no importer yet" should be a shrug rather than a blocker; a double-click that opened an unknown file in a text editor would be the editor guessing that a .fbx is text. A file nothing claims stays selected in the browser and its import settings are still inspectable, which is what the inspector panel is for.
Fields and properties (2)
public int CountHow many editors are registered.
public IReadOnlyCollection<IAssetEditorFactory> EditorsEverything registered, in no particular order.
Events (1)
public Action<EditorDocument>? OpenedOpens an asset, or brings the document already editing it forward.
Methods (4)
public AssetEditorRegistry Add(IAssetEditorFactory editor)Registers an editor.
public bool TryGetForFile(string path, out IAssetEditorFactory? editor)Finds the editor for a file.
public bool TryGetByName(string name, out IAssetEditorFactory? editor)Finds an editor by name.
public bool TryOpen(EditorProject project, AssetId asset, out EditorDocument? opened)
Used by (7)
- AssetEditorRegistryTestsVixen.Editor.AssetEditors.Tests
- AssetEditorsModuleVixen.Editor.AssetEditors
- AuthoringTestsVixen.Editor.AssetEditors.Tests
- EditorApplicationVixen.Editor.App
- MilestoneE5TestsVixen.Editor.App.Tests
- ShaderGraphSurfaceTestsVixen.Editor.App.Tests
- StandardEditorsVixen.Editor.AssetEditors