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Find Missing script recursively on selected Objects and remove them, compatible with the new prefab workflow (nested prefab) tested on Unity 2019.2+
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using System.Collections.Generic; | |
using System.Linq; | |
using UnityEngine; | |
using UnityEditor; | |
public static class FindMissingScriptsRecursively | |
{ | |
[MenuItem("Auto/Remove Missing Scripts Recursively Visit Prefabs")] | |
private static void FindAndRemoveMissingInSelected() | |
{ | |
// EditorUtility.CollectDeepHierarchy does not include inactive children | |
var deeperSelection = Selection.gameObjects.SelectMany(go => go.GetComponentsInChildren<Transform>(true)) | |
.Select(t => t.gameObject); | |
var prefabs = new HashSet<Object>(); | |
int compCount = 0; | |
int goCount = 0; | |
foreach (var go in deeperSelection) | |
{ | |
int count = GameObjectUtility.GetMonoBehavioursWithMissingScriptCount(go); | |
if (count > 0) | |
{ | |
if (PrefabUtility.IsPartOfAnyPrefab(go)) | |
{ | |
RecursivePrefabSource(go, prefabs, ref compCount, ref goCount); | |
count = GameObjectUtility.GetMonoBehavioursWithMissingScriptCount(go); | |
// if count == 0 the missing scripts has been removed from prefabs | |
if (count == 0) | |
continue; | |
// if not the missing scripts must be prefab overrides on this instance | |
} | |
Undo.RegisterCompleteObjectUndo(go, "Remove missing scripts"); | |
GameObjectUtility.RemoveMonoBehavioursWithMissingScript(go); | |
compCount += count; | |
goCount++; | |
} | |
} | |
Debug.Log($"Found and removed {compCount} missing scripts from {goCount} GameObjects"); | |
} | |
// Prefabs can both be nested or variants, so best way to clean all is to go through them all | |
// rather than jumping straight to the original prefab source. | |
private static void RecursivePrefabSource(GameObject instance, HashSet<Object> prefabs, ref int compCount, | |
ref int goCount) | |
{ | |
var source = PrefabUtility.GetCorrespondingObjectFromSource(instance); | |
// Only visit if source is valid, and hasn't been visited before | |
if (source == null || !prefabs.Add(source)) | |
return; | |
// go deep before removing, to differantiate local overrides from missing in source | |
RecursivePrefabSource(source, prefabs, ref compCount, ref goCount); | |
int count = GameObjectUtility.GetMonoBehavioursWithMissingScriptCount(source); | |
if (count > 0) | |
{ | |
Undo.RegisterCompleteObjectUndo(source, "Remove missing scripts"); | |
GameObjectUtility.RemoveMonoBehavioursWithMissingScript(source); | |
compCount += count; | |
goCount++; | |
} | |
} | |
} |
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