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@sabresaurus
Last active July 22, 2022 03:16
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Save sabresaurus/629e27791b5c0157f4c7426341f15bf1 to your computer and use it in GitHub Desktop.
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) 2019 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;
using System.Collections.Generic;
using System.Linq;
public class PrefabExplorer : EditorWindow
{
string filter = "";
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)
{
EditorGUILayout.BeginHorizontal();
GUIStyle searchStyle = GUI.skin.FindStyle("ToolbarSeachTextField");
GUIStyle cancelStyle = GUI.skin.FindStyle("ToolbarSeachCancelButton");
GUIStyle noCancelStyle = GUI.skin.FindStyle("ToolbarSeachCancelButtonEmpty");
GUILayout.Space(10);
filter = EditorGUILayout.TextField(filter, searchStyle);
if(!string.IsNullOrEmpty(filter))
{
if(GUILayout.Button("", cancelStyle))
{
filter = "";
GUIUtility.hotControl = 0;
EditorGUIUtility.editingTextField = false;
}
}
else
{
GUILayout.Button("", noCancelStyle);
}
GUILayout.Space(10);
EditorGUILayout.EndHorizontal();
scrollPosition = EditorGUILayout.BeginScrollView(scrollPosition);
DrawName(prefabRoot.transform);
RecurseChildren(prefabRoot.transform);
EditorGUILayout.EndScrollView();
}
}
void DrawName(Transform transform)
{
if(!string.IsNullOrEmpty(filter) && transform.name.IndexOf(filter, System.StringComparison.CurrentCultureIgnoreCase) == -1)
{
// Skip if a filter is applied and we don't match
return;
}
GUIStyle style = EditorStyles.label;
if(Selection.objects.Contains(transform.gameObject))
{
style = new GUIStyle(style);
style.normal.textColor = Color.blue;
}
Rect rect = EditorGUILayout.GetControlRect();
rect = EditorGUI.IndentedRect(rect);
if(GUI.Button(rect, transform.name, style))
{
if(Event.current.shift)
{
List<Object> selection = new List<Object>(Selection.objects);
selection.Add(transform.gameObject);
Selection.objects = selection.ToArray();
}
else
{
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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