Created
December 29, 2022 16:04
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Perform a change on ALL of your scenes - BE CAREFUL!
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using UnityEngine; | |
using UnityEditor.Callbacks; | |
using UnityEditor; | |
using UnityEditor.SceneManagement; | |
// @kurtdekker - 8:01 AM 12/29/2022 | |
public class PerformChangeOnAllScenes | |
{ | |
[MenuItem( itemName: "Assets/Perform Change On ALL Scenes")] | |
public static void DoSomethingToAllScenes() | |
{ | |
if (!EditorUtility.DisplayDialog( | |
"WARNING!", | |
"Doing something severe to ALL scenes!\n\n" + | |
"BACK UP OR USE SOURCE CONTROL BEFORE RUNNING THIS!!!\n\n" + | |
"This could destroy everything you have ever worked for. Are you sure you want to do it?", | |
ok: "DO THE THING!", | |
cancel: "NOPE!")) | |
{ | |
return; | |
} | |
// - find all scenes | |
string[] sceneGUIDs = AssetDatabase.FindAssets( "t:scene"); | |
int numScenes = sceneGUIDs.Length; | |
Debug.Log( System.String.Format( "We found {0} scenes in total.", numScenes)); | |
if (!EditorUtility.DisplayDialog( | |
"FINAL WARNING!", | |
System.String.Format( "We found {0} scenes. Here we go...", numScenes) + "\n\n" + | |
"BACK UP OR USE SOURCE CONTROL BEFORE RUNNING THIS!!!\n\n" + | |
"This is your LAST CHANCE TO STOP!", | |
ok: "DO THE THING!", | |
cancel: "NOPE!")) | |
{ | |
return; | |
} | |
int scenesConsidered = 0; | |
int scenesProcessed = 0; | |
int errorCount = 0; | |
// - iterate and open each Scene | |
for (int i = 0; i < numScenes; i++) | |
{ | |
scenesConsidered++; | |
var sceneName = AssetDatabase.GUIDToAssetPath( sceneGUIDs[i]); | |
Debug.Log( System.String.Format( "Working on sceneName '{0}'...", sceneName)); | |
var scene = EditorSceneManager.OpenScene( sceneName); | |
bool SuccessfullyChangedThisScene = false; | |
// TODO: decide if this scene should or should not be processed here! | |
if (true) | |
{ | |
SuccessfullyChangedThisScene = true; | |
// TODO: put your change-something-in-this-scene code here! | |
// TODO: if you have some sort of an error... | |
if (false) | |
{ | |
errorCount++; | |
SuccessfullyChangedThisScene = false; | |
Debug.LogError( System.String.Format( "We had a problem with scene {0}!!", sceneName)); | |
} | |
} | |
if (SuccessfullyChangedThisScene) | |
{ | |
scenesProcessed++; | |
EditorSceneManager.MarkSceneDirty(scene); | |
// - resave the scene | |
EditorSceneManager.SaveScene(scene); | |
EditorSceneManager.NewScene(NewSceneSetup.EmptyScene); | |
} | |
else | |
{ | |
errorCount++; | |
} | |
} | |
{ | |
string s = "FINAL REPORT ON CHANGING ALL SCENES:\n"; | |
s += System.String.Format( "Considered {0} scenes.\n", scenesConsidered); | |
s += System.String.Format( "Processed {0} scenes successfully.\n", scenesProcessed); | |
if (errorCount > 0) | |
{ | |
s += "<b><color=#ff8080>"; // red | |
} | |
else | |
{ | |
s += "<b><color=#80ff80>"; // green | |
} | |
s += System.String.Format( "Unable to change {0} scenes.</color></b>\n", errorCount); | |
Debug.Log( s); | |
} | |
} | |
} |
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