Created
July 28, 2017 02:15
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Unity Editor Script to help cleaning up missing script references on gameobjects
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEditor; | |
public class CleanupMissingScriptsHelper{ | |
[MenuItem("Edit/Cleanup Missing Scripts")] | |
static void CleanupMissingScripts() { | |
for (int i = 0; i < Selection.gameObjects.Length; i++) { | |
var gameObject = Selection.gameObjects[i]; | |
// We must use the GetComponents array to actually detect missing components | |
var components = gameObject.GetComponents<Component>(); | |
// Create a serialized object so that we can edit the component list | |
var serializedObject = new SerializedObject(gameObject); | |
// Find the component list property | |
var prop = serializedObject.FindProperty("m_Component"); | |
// Track how many components we've removed | |
int r = 0; | |
// Iterate over all components | |
for (int j = 0; j < components.Length; j++) { | |
// Check if the ref is null | |
if (components[j] == null) { | |
// If so, remove from the serialized component array | |
prop.DeleteArrayElementAtIndex(j - r); | |
// Increment removed count | |
r++; | |
} | |
} | |
// Apply our changes to the game object | |
serializedObject.ApplyModifiedProperties(); | |
} | |
} | |
[MenuItem("Edit/Recursive Cleanup Missing Scripts")] | |
static void RecursiveCleanupMissingScripts() { | |
Transform[] allTransforms = Selection.gameObjects[0].GetComponentsInChildren<Transform>(true); | |
for (int i = 0; i < allTransforms.Length; i++) { | |
var gameObject = allTransforms[i].gameObject; | |
// We must use the GetComponents array to actually detect missing components | |
var components = gameObject.GetComponents<Component>(); | |
// Create a serialized object so that we can edit the component list | |
var serializedObject = new SerializedObject(gameObject); | |
// Find the component list property | |
var prop = serializedObject.FindProperty("m_Component"); | |
// Track how many components we've removed | |
int r = 0; | |
// Iterate over all components | |
for (int j = 0; j < components.Length; j++) { | |
// Check if the ref is null | |
if (components[j] == null) { | |
// If so, remove from the serialized component array | |
prop.DeleteArrayElementAtIndex(j - r); | |
// Increment removed count | |
r++; | |
} | |
} | |
// Apply our changes to the game object | |
serializedObject.ApplyModifiedProperties(); | |
} | |
} | |
} |
Turns out unity has a method that does exactly that, I forked and edited the code and it works
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Unity 2020 -
It is not allowed to modify the data property
UnityEditor.SerializedProperty:DeleteArrayElementAtIndex (int)
CleanupMissingScriptsHelper:CleanupMissingScripts () (at Assets/Game/Scripts/AnriStudio/CleanupMissingScriptsHelper.cs:33)