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Find all missing scripts in unity3d scene
using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
using UnityEngine.SceneManagement; //3
public class SelectGameObjectsWithMissingScripts : Editor
{
[MenuItem("Tools/WPAG Utilities/Select GameObjects With Missing Scripts")]
static void SelectGameObjects()
{
//Get the current scene and all top-level GameObjects in the scene hierarchy
Scene currentScene = SceneManager.GetActiveScene();
GameObject[] rootObjects = currentScene.GetRootGameObjects();
List<Object> objectsWithDeadLinks = new List<Object>();
foreach (GameObject g in rootObjects)
{
//Get all components on the GameObject, then loop through them
Component[] components = g.GetComponents<Component>();
for (int i = 0; i < components.Length; i++)
{
Component currentComponent = components[i];
//If the component is null, that means it's a missing script!
if (currentComponent == null)
{
//Add the sinner to our naughty-list
objectsWithDeadLinks.Add(g);
Selection.activeGameObject = g;
Debug.Log(g + " has a missing script!");
break;
}
}
}
if (objectsWithDeadLinks.Count > 0)
{
//Set the selection in the editor
Selection.objects = objectsWithDeadLinks.ToArray();
}
else
{
Debug.Log("No GameObjects in '" + currentScene.name + "' have missing scripts! Yay!");
}
}
}
@CatDarkGame
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#if UNITY_EDITOR
using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
using UnityEngine.SceneManagement; //3

public class SelectGameObjectsWithMissingScripts : Editor
{
[MenuItem("Tools/WPAG Utilities/Select GameObjects With Missing Scripts")]
static void SelectGameObjects()
{
List allObjects = new List();
foreach (GameObject obj in UnityEngine.Object.FindObjectsOfType(true))
{
allObjects.Add(obj);
}

    List<Object> objectsWithDeadLinks = new List<Object>();
    foreach (GameObject g in allObjects)
    {
        Component[] components = g.GetComponents<Component>();
        for (int i = 0; i < components.Length; i++)
        {
            Component currentComponent = components[i];
            if (currentComponent == null)
            {
                objectsWithDeadLinks.Add(g);
                Debug.Log(g + " - Find Fucking issue object", g);
            }
        }
    }
    if (objectsWithDeadLinks.Count > 0)
    {
    }
    else
    {
        Debug.Log("Not Found");
    }
}

}
#endif

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