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Last active April 16, 2022 13:23
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Unity fix for positioning newly created objects in hierarchy below selected object, not at the end of the hierarchy
/*
* Copyright 2022 Marcin Swiderski
*
* The MIT Licence (MIT)
*
* 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 UnityEditor;
using UnityEngine;
public static class CreateGameObjectHierarchyPositionFix
{
private static GameObject _lastActiveGameObject;
[InitializeOnLoadMethod]
private static void InitializeOnLoad()
{
Selection.selectionChanged += OnSelectionChanged;
ObjectChangeEvents.changesPublished += OnObjectChange;
}
private static void OnSelectionChanged()
{
_lastActiveGameObject = Selection.activeGameObject;
}
private static void OnObjectChange(ref ObjectChangeEventStream stream)
{
for (int eventIdx = 0; eventIdx < stream.length; ++eventIdx) {
if (stream.GetEventType(eventIdx) == ObjectChangeKind.CreateGameObjectHierarchy) {
stream.GetCreateGameObjectHierarchyEvent(eventIdx, out CreateGameObjectHierarchyEventArgs eventArgs);
GameObject gameObject = EditorUtility.InstanceIDToObject(eventArgs.instanceId) as GameObject;
if (gameObject) {
if (_lastActiveGameObject != null && gameObject.transform.parent == _lastActiveGameObject.transform.parent) {
gameObject.transform.SetSiblingIndex(_lastActiveGameObject.transform.GetSiblingIndex() + 1);
}
}
}
}
}
}
@sfider
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sfider commented Feb 18, 2022

Just add this to editor scripts in your project and you're set :)

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