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// MIT License | |
// | |
// Copyright (c) Wizards Code | |
// | |
// 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 System.Collections.Generic; | |
using UnityEngine; | |
/// <summary> | |
/// Detects missing scripts, logging the results to the console and | |
/// providing a list of invalid objects. | |
/// </summary> | |
public static class DetectMissingScriptsWrapper | |
{ | |
/// <summary> | |
/// Add a menu item to detects missing scripts in the project folders, logging the results to the console. | |
/// </summary> | |
[MenuItem("Tools/Wizards Code/Detect Missing Scripts")] | |
public static void DetectMissingScripts() | |
{ | |
string[] folders = new string[] { "Assets/_Dev", "Assets/_Marketing", "Assets/_Rogue Wave" }; | |
List<GameObject> invalidObjects = DetectMissingScripts(folders); | |
// perform remediation work here | |
} | |
/// <summary> | |
/// Detects missing scripts in the specified folders and logs warnings for each GameObject with missing scripts. | |
/// </summary> | |
/// <param name="folders">An array of folder paths to search for prefabs.</param> | |
/// <returns>A list of GameObjects that have missing scripts.</returns> | |
public static List<GameObject> DetectMissingScripts(string[] folders) | |
{ | |
int step = 0; | |
EditorUtility.DisplayProgressBar("Detecting Missing Scripts", "Searching for prefabs to validate", 0.0f); | |
step++; | |
string[] guids = AssetDatabase.FindAssets("t:Prefab", folders); | |
int numOfSteps = guids.Length; | |
EditorUtility.DisplayProgressBar("Detecting Missing Scripts", $"Found {guids.Length} Game Objects to validate", step / numOfSteps); | |
List<GameObject> invalidObjects = new List<GameObject>(); | |
List<GameObject> validObjects = new List<GameObject>(); | |
foreach (string guid in guids) | |
{ | |
string path = AssetDatabase.GUIDToAssetPath(guid); | |
GameObject go = AssetDatabase.LoadAssetAtPath<GameObject>(path); | |
Component[] components = go.GetComponents<Component>(); | |
for (int i = 0; i < components.Length; i++) | |
{ | |
if (components[i] == null) | |
{ | |
invalidObjects.Add(go); | |
Debug.LogError($"Missing script found in GameObject: {go.name}", go); | |
} | |
else | |
{ | |
validObjects.Add(go); | |
} | |
} | |
step++; | |
EditorUtility.DisplayProgressBar("Detecting Missing Scripts", $"{invalidObjects.Count} of {guids.Length} are invalid", step / numOfSteps); | |
} | |
if (invalidObjects.Count == 0) | |
{ | |
EditorUtility.DisplayDialog("Missing Scripts Detection", $"No missing scripts found in {validObjects.Count} Game Objects.", "OK"); | |
Debug.Log("No missing scripts found."); | |
} | |
else | |
{ | |
EditorUtility.DisplayDialog("Missing Scripts Detection", $"Found {invalidObjects.Count} of {validObjects.Count} GameObjects have missing scripts. See details in the console", "OK"); | |
} | |
EditorUtility.ClearProgressBar(); | |
return invalidObjects; | |
} | |
} |
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