Editor Window : Loading prefabs in a specific folder.

Hey guys, I’ve been trying to figure out for awhile now how in the world can I get something like my photo done?

RedBoxes = Prefabs found in folder. - If I click on it I can access it to use it.
And the scroll bar I can figure out, but I just don’t even have a clue how to load all prefabs
in a specific folder and iterate all of them into the panel area. (I can’t even figure out how to do it with 1 yet).
But I know there’s got to be a way, I’ve seen this done.

I know how to save them, but the part I’m having the hardest part understanding is, how can I make them all pop up with an image? Or heck how can I even do it with a single one?

I’m making a decal system, if that helps any? Another window creates them (which doesn’t create yet as I need this window to be able to find them and show them inside it).

I’ve tried (but don’t really understand)

1 - Editor.OnPreviewGUI

2 - AssetDatabase

3 - AssetPreview

I just plainly don’t understand how I’m supposed to do this. Been trying to figure this out non-stop for a week now.
I hate coming for help, but I’ve about had it. Not asking for full source code, just a general idea on what I’m really supposed to be doing. I’m sort of going blind at this. Just hoping someone can give me a guide in the right direction.

Here is the image guys/gals.

Anybody? I really am not asking for the answer, just a thumb in the right direction i need to go. That way i can learn it.

Maybe use Resources.LoadAll to load everything in your target folder, casting it as Texture2d, then use the results in Unity - Scripting API: GUILayout.SelectionGrid to display them all in a custom editor window?

Wow I found out what I was doing wrong the whole time I was doing GameObject[ ] I was supposed to be doing Object[ ] lol. Oops haha. I wouldn’t have found that if it wasn’t for your help! Thanks man!