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@anatawa12
Last active May 25, 2023 09:24
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Save anatawa12/94d6fd4272025fd26962476100a20ff0 to your computer and use it in GitHub Desktop.
Select GameObjects used by SkinnedMeshRenderers
/*
* Select GameObjects used by SkinnedMeshRenderers
* https://gist.github.com/anatawa12/94d6fd4272025fd26962476100a20ff0
*
* Delete EditorOnly On Play before Avatar Optimizer or Modular Avatar.
* Add this component to any gameobject in your scene
*
* MIT License
*
* Copyright (c) 2023 anatawa12
*
* 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.
*/
#if (!ANATAWA12_GISTS_VPM_PACKAGE || GIST_94d6fd4272025fd26962476100a20ff0)
#if UNITY_EDITOR
using System.Linq;
using UnityEditor;
using UnityEngine;
namespace Anatawa12.gists
{
internal static class SelectSkinnedMeshBones
{
[MenuItem("GameObject/anatawa12 gists/Select SkinnedMesh Bones", false, 49)]
public static void Menu()
{
var avatar = Selection.activeGameObject;
Selection.objects = avatar
.GetComponentsInChildren<SkinnedMeshRenderer>(true)
.SelectMany(x => x.bones)
.Where(x => x)
.Select(x => x.gameObject)
.ToArray<Object>();
}
}
}
#endif
#endif
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