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An editor window that shows the full hierarchy of a prefab selected in the Project window, allowing you to select objects in a prefab beyond the top two levels (Unity's project view recurses only one deep)
// MIT License
//
// Copyright (c) 2017 Sabresaurus
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
using UnityEngine;
using UnityEditor;
public class PrefabExplorer : EditorWindow
{
Vector2 scrollPosition = Vector2.zero;
[MenuItem("Window/Prefab Explorer")]
static void CreateAndShow()
{
EditorWindow window = EditorWindow.GetWindow<PrefabExplorer>("Prefab Explorer");
window.Show();
}
private void OnSelectionChange()
{
Repaint();
}
void OnGUI()
{
GameObject prefabRoot = PrefabUtility.FindPrefabRoot(Selection.activeGameObject);
if(prefabRoot != null)
{
scrollPosition = EditorGUILayout.BeginScrollView(scrollPosition);
DrawName(prefabRoot.transform);
RecurseChildren(prefabRoot.transform);
EditorGUILayout.EndScrollView();
}
}
void DrawName(Transform transform)
{
GUIStyle style = EditorStyles.label;
if(transform == Selection.activeGameObject.transform)
{
style = new GUIStyle(style);
style.normal.textColor = Color.blue;
}
Rect rect = EditorGUILayout.GetControlRect();
rect = EditorGUI.IndentedRect(rect);
if(GUI.Button(rect, transform.name, style))
{
Selection.activeTransform = transform;
}
}
void RecurseChildren(Transform parent)
{
EditorGUI.indentLevel++;
foreach (Transform childTransform in parent)
{
DrawName(childTransform);
if (childTransform.childCount > 0)
RecurseChildren(childTransform);
}
EditorGUI.indentLevel--;
}
}
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