# Action(EntityId, string, string)

> Unity calls this function when the user accepts an edited name, either by pressing the Enter key or by losing the keyboard input focus.

## Definition

* **Type:** Method
* **Namespace:** [UnityEditor.ProjectWindowCallback](/engine/6000.5/script-reference/unityeditor/projectwindowcallback.md)
* **Assembly:** UnityEditor.CoreModule

```csharp
public abstract void Action(EntityId entityId, string pathName, string resourceFile)
```

### Parameters

**** (\[EntityId]\(/engine/6000.5/script-reference/unityengine/entityid)): The EntityId of the edited asset.**** (\[string]\(https\://learn.microsoft.com/dotnet/api/system.string)): The path to the asset.**** (\[string]\(https\://learn.microsoft.com/dotnet/api/system.string)): The resource file string argument passed to ProjectWindowUtil.StartNameEditingIfProjectWindowExists.
