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Last active July 11, 2023 03:04
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Set dirty all components on selected GameObject to avoid reference to prefab asset.
/*
* SetDirtyRecursively
* Set dirty all components on selected GameObject to avoid reference to prefab asset.
* https://gist.github.com/anatawa12/ecf33339c315f259cee62b304910fe43
*
* Left click object and select `SetDirty Recursively`
*
* 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 UNITY_EDITOR && (!ANATAWA12_GISTS_VPM_PACKAGE || GIST_TODO)
using System.Linq;
using UnityEditor;
using UnityEngine;
namespace anatawa12.gists
{
internal static class SetDirtyRecursively
{
private const string SetDirtyRecursivelyMenu = "GameObject/SetDirty Recursively";
[MenuItem(SetDirtyRecursivelyMenu, false, -10)]
private static void Execute()
{
foreach (var component in Selection.activeGameObject.GetComponents<Component>())
EditorUtility.SetDirty(component);
}
[MenuItem(SetDirtyRecursivelyMenu, true, -10)]
private static bool Validate()
{
return Selection.objects.All(x => x && x is GameObject);
}
}
}
#endif
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