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@yasirkula
Last active March 11, 2024 11:53
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An editor script for Unity 3D to collapse all GameObject's in Hierarchy view or to collapse all folders in Project view. See the comments section below for instructions.
using System.Collections.Generic;
using System.Reflection;
using UnityEditor;
using UnityEditor.IMGUI.Controls;
using UnityEditorInternal;
using UnityEngine.SceneManagement;
public static class EditorCollapseAll
{
private const BindingFlags INSTANCE_FLAGS = BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance;
private const BindingFlags STATIC_FLAGS = BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Static;
[MenuItem( "Assets/Collapse All", priority = 1000 )]
private static void CollapseFolders()
{
EditorWindow projectWindow = typeof( EditorWindow ).Assembly.GetType( "UnityEditor.ProjectBrowser" ).GetField( "s_LastInteractedProjectBrowser", STATIC_FLAGS ).GetValue( null ) as EditorWindow;
if( projectWindow )
{
object assetTree = projectWindow.GetType().GetField( "m_AssetTree", INSTANCE_FLAGS ).GetValue( projectWindow );
if( assetTree != null )
CollapseTreeViewController( projectWindow, assetTree, (TreeViewState) projectWindow.GetType().GetField( "m_AssetTreeState", INSTANCE_FLAGS ).GetValue( projectWindow ) );
object folderTree = projectWindow.GetType().GetField( "m_FolderTree", INSTANCE_FLAGS ).GetValue( projectWindow );
if( folderTree != null )
{
object treeViewDataSource = folderTree.GetType().GetProperty( "data", INSTANCE_FLAGS ).GetValue( folderTree, null );
int searchFiltersRootInstanceID = (int) typeof( EditorWindow ).Assembly.GetType( "UnityEditor.SavedSearchFilters" ).GetMethod( "GetRootInstanceID", STATIC_FLAGS ).Invoke( null, null );
bool isSearchFilterRootExpanded = (bool) treeViewDataSource.GetType().GetMethod( "IsExpanded", INSTANCE_FLAGS, null, new System.Type[] { typeof( int ) }, null ).Invoke( treeViewDataSource, new object[] { searchFiltersRootInstanceID } );
CollapseTreeViewController( projectWindow, folderTree, (TreeViewState) projectWindow.GetType().GetField( "m_FolderTreeState", INSTANCE_FLAGS ).GetValue( projectWindow ), isSearchFilterRootExpanded ? new int[1] { searchFiltersRootInstanceID } : null );
// Preserve Assets and Packages folders' expanded states because they aren't automatically preserved inside ProjectBrowserColumnOneTreeViewDataSource.SetExpandedIDs
// https://github.com/Unity-Technologies/UnityCsReference/blob/e740821767d2290238ea7954457333f06e952bad/Editor/Mono/ProjectBrowserColumnOne.cs#L408-L420
InternalEditorUtility.expandedProjectWindowItems = (int[]) treeViewDataSource.GetType().GetMethod( "GetExpandedIDs", INSTANCE_FLAGS ).Invoke( treeViewDataSource, null );
TreeViewItem rootItem = (TreeViewItem) treeViewDataSource.GetType().GetField( "m_RootItem", INSTANCE_FLAGS ).GetValue( treeViewDataSource );
if( rootItem.hasChildren )
{
foreach( TreeViewItem item in rootItem.children )
EditorPrefs.SetBool( "ProjectBrowser" + item.displayName, (bool) treeViewDataSource.GetType().GetMethod( "IsExpanded", INSTANCE_FLAGS, null, new System.Type[] { typeof( int ) }, null ).Invoke( treeViewDataSource, new object[] { item.id } ) );
}
}
}
}
[MenuItem( "GameObject/Collapse All", priority = 40 )]
private static void CollapseGameObjects( MenuCommand command )
{
// This happens when this button is clicked while multiple Objects were selected. In this case,
// this function will be called once for each selected Object. We don't want that, we want
// the function to be called only once
if( command.context )
{
EditorApplication.update -= CallCollapseGameObjectsOnce;
EditorApplication.update += CallCollapseGameObjectsOnce;
return;
}
EditorWindow hierarchyWindow = typeof( EditorWindow ).Assembly.GetType( "UnityEditor.SceneHierarchyWindow" ).GetField( "s_LastInteractedHierarchy", STATIC_FLAGS ).GetValue( null ) as EditorWindow;
if( hierarchyWindow )
{
#if UNITY_2018_3_OR_NEWER
object hierarchyTreeOwner = hierarchyWindow.GetType().GetField( "m_SceneHierarchy", INSTANCE_FLAGS ).GetValue( hierarchyWindow );
#else
object hierarchyTreeOwner = hierarchyWindow;
#endif
object hierarchyTree = hierarchyTreeOwner.GetType().GetField( "m_TreeView", INSTANCE_FLAGS ).GetValue( hierarchyTreeOwner );
if( hierarchyTree != null )
{
List<int> expandedSceneIDs = new List<int>( 4 );
foreach( string expandedSceneName in (IEnumerable<string>) hierarchyTreeOwner.GetType().GetMethod( "GetExpandedSceneNames", INSTANCE_FLAGS ).Invoke( hierarchyTreeOwner, null ) )
{
Scene scene = SceneManager.GetSceneByName( expandedSceneName );
if( scene.IsValid() )
expandedSceneIDs.Add( scene.GetHashCode() ); // GetHashCode returns m_Handle which in turn is used as the Scene's instanceID by SceneHierarchyWindow
}
CollapseTreeViewController( hierarchyWindow, hierarchyTree, (TreeViewState) hierarchyTreeOwner.GetType().GetField( "m_TreeViewState", INSTANCE_FLAGS ).GetValue( hierarchyTreeOwner ), expandedSceneIDs );
}
}
}
private static void CallCollapseGameObjectsOnce()
{
EditorApplication.update -= CallCollapseGameObjectsOnce;
CollapseGameObjects( new MenuCommand( null ) );
}
private static void CollapseTreeViewController( EditorWindow editorWindow, object treeViewController, TreeViewState treeViewState, IList<int> additionalInstanceIDsToExpand = null )
{
object treeViewDataSource = treeViewController.GetType().GetProperty( "data", INSTANCE_FLAGS ).GetValue( treeViewController, null );
List<int> treeViewSelectedIDs = new List<int>( treeViewState.selectedIDs );
int[] additionalInstanceIDsToExpandArray;
if( additionalInstanceIDsToExpand != null && additionalInstanceIDsToExpand.Count > 0 )
{
treeViewSelectedIDs.AddRange( additionalInstanceIDsToExpand );
additionalInstanceIDsToExpandArray = new int[additionalInstanceIDsToExpand.Count];
additionalInstanceIDsToExpand.CopyTo( additionalInstanceIDsToExpandArray, 0 );
}
else
additionalInstanceIDsToExpandArray = new int[0];
treeViewDataSource.GetType().GetMethod( "SetExpandedIDs", INSTANCE_FLAGS ).Invoke( treeViewDataSource, new object[] { additionalInstanceIDsToExpandArray } );
#if UNITY_2019_1_OR_NEWER
treeViewDataSource.GetType().GetMethod( "RevealItems", INSTANCE_FLAGS ).Invoke( treeViewDataSource, new object[] { treeViewSelectedIDs.ToArray() } );
#else
foreach( int treeViewSelectedID in treeViewSelectedIDs )
treeViewDataSource.GetType().GetMethod( "RevealItem", INSTANCE_FLAGS ).Invoke( treeViewDataSource, new object[] { treeViewSelectedID } );
#endif
editorWindow.Repaint();
}
[MenuItem( "CONTEXT/Component/Collapse All", priority = 1400 )]
private static void CollapseComponents( MenuCommand command )
{
// Credit: https://forum.unity.com/threads/is-it-possible-to-fold-a-component-from-script-inspector-view.296333/#post-2353538
ActiveEditorTracker tracker = ActiveEditorTracker.sharedTracker;
for( int i = 0, length = tracker.activeEditors.Length; i < length; i++ )
tracker.SetVisible( i, 0 );
EditorWindow.focusedWindow.Repaint();
}
}
@milox
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milox commented May 7, 2022

@yasirkula Nice, thanks

@WildRikku
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Hey, thank you, very useful. I will try to adjust this to do what I long wished for, a "collapse all but one" functionality for components.

@yasirkula
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Author

@WildRikku You can modify CollapseComponents to achieve that. The right clicked component is stored in command.context.

@hegworks
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hegworks commented Sep 3, 2023

great script! got my star ❤️
is there any way to implement such option for when exporting a unity package?
it is very annoying when exporting something, unity selects all the assets imported automatically and unselecting them one by one is a nuisance.

@yasirkula
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Author

@hegworks Thanks! In the export window, deselecting "Include dependencies" should do the trick.

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