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@FlaShG
Last active June 13, 2023 06:12
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Shows all GameObjects in the scene with hideFlags, so you can debug them.
using UnityEngine;
using UnityEditor;
public static class HideFlagsUtility
{
[MenuItem("Help/Hide Flags/Show All Objects")]
private static void ShowAll()
{
var allGameObjects = Object.FindObjectsOfType<GameObject>(true);
foreach (var go in allGameObjects)
{
switch (go.hideFlags)
{
case HideFlags.HideAndDontSave:
go.hideFlags = HideFlags.DontSave;
break;
case HideFlags.HideInHierarchy:
case HideFlags.HideInInspector:
go.hideFlags = HideFlags.None;
break;
}
}
}
}
@ozgurgurbuz167
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I've been working around editor scripts and I've come across with object hiding at some point. However they've managed to stay hidden out of my control. This script helped me a lot, so thank you!

@ozansenyurt
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ozansenyurt commented Mar 18, 2023

Thanks for sharing. I would like to make some minor additions;
Sometimes objects are staying disabled, that's why i used var allGameObjects = Object.FindObjectsOfType<GameObject>(true);

Also i needed to search for null components: int nullComponents = go.GetComponents(typeof(Component)).ToList().FindAll((x)=>x is null).Count;
of course, to use ToList() and FindAll() , you also need to add using System.Linq;

i hope these also can help for someone if needed.

@zangad
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zangad commented Jun 13, 2023

This is excellent, thank you! I had a couple of hidden prefab objects in my scene that had broken references, and since they were hidden, I could never see them in the hierarchy. This worked perfectly to show them and let me delete them. Thank you! :)

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