Seems like a simple enough question. If I have a folder for prefabs like “Assets/Resources/Prefabs/Area/Tiles” and a folder for textures like “Assets/Textures/Area/Tiles” I’d like to make an editor script that can jump back and forth between them. I know how to do all that stuff except for actually changing the project view’s folder. I looked at the ProjectWindowUtil class and there doesn’t seem to be anything helpful there, so if there’s not a way to do this is there any way I can request it? Thanks.

I solved my own problem. You can’t directly change the project view, but if you change the “Selection.activeObject” to an asset in a folder, the project view will jump to the folder in which that asset is stored. In my case, I simply used the path of the current “Selection.activeObject” to replace the needed parts to find the asset I wanted and set that to the selection. Simple enough!

//Draw the 'Switch Selection Between Tile and Texture' tool
	private void DrawSwitchSelectionBetweenTileAndTextureTool()
	{
		if ( GUILayout.Button("Switch Selection Between Tile and Texture") )
		{
			Object mirroredAsset = GetMirroringTileOrTexture(Selection.activeObject);
			if ( mirroredAsset != null ) { Selection.activeObject = mirroredAsset; }
			else { CancelOperation("Could not find mirroring asset"); }
		}
	}

	//Get the Tile mirroring a texture or the texture mirroring a tile
	private Object GetMirroringTileOrTexture(Object asset)
	{
		string activeSelectionPath = AssetDatabase.GetAssetPath(asset);
		string mirroredActiveSelectionPath = null;
		
		//Convert the path
		if ( activeSelectionPath.Contains("Resources/Prefabs/Overworld") )
		{
			mirroredActiveSelectionPath = new StringBuilder(activeSelectionPath).Replace("Resources/Prefabs/Overworld", "Textures").Replace(Constants.PREFAB_EXTENSION, Constants.PNG_EXTENSION).ToString();
		}
		else if ( activeSelectionPath.Contains("Textures") )
		{
			mirroredActiveSelectionPath = new StringBuilder(activeSelectionPath).Replace("Textures", "Resources/Prefabs/Overworld").Replace(Constants.PNG_EXTENSION, Constants.PREFAB_EXTENSION).ToString();
		}
		
		return AssetDatabase.LoadAssetAtPath(mirroredActiveSelectionPath, typeof(Object));
	}

For people looking for exactly what is needed to do this,

EditorUtility.FocusProjectWindow();
Selection.activeObject = myObject;