Created
January 8, 2023 13:18
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Workaround for Unity 2022.2 bug where scene asset labels are removed on save
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using UnityEngine; | |
using UnityEditor; | |
using UnityEditor.SceneManagement; | |
using UnityEngine.SceneManagement; | |
using System.IO; | |
/// <summary> | |
/// Workaround for bug: https://issuetracker.unity3d.com/issues/scene-asset-label-disappears-when-the-scene-is-saved | |
/// Saves the scene's label before and re-applies them after saving. | |
/// Will log if the labels are preserved and this workaround is no longer necessary. | |
/// Unfortunately, will prompt to reload the scene after saving. :( | |
/// </summary> | |
public class SceneLabelsPreserver | |
{ | |
[InitializeOnLoadMethod] | |
static void Initialize() | |
{ | |
EditorSceneManager.sceneSaving += OnSavingScene; | |
EditorSceneManager.sceneSaved += OnSavedScene; | |
} | |
static string currentPath; | |
static string[] currentLabels; | |
static void OnSavingScene(Scene scene, string path) | |
{ | |
if (!File.Exists(path)) | |
return; | |
var guid = AssetDatabase.GUIDFromAssetPath(path); | |
if (guid.Empty()) { | |
Debug.LogWarning($"SceneLabelsPreserver.OnSavingScene: Could not get GUID for scene path '{path}'"); | |
return; | |
} | |
currentPath = path; | |
currentLabels = AssetDatabase.GetLabels(guid); | |
} | |
static void OnSavedScene(Scene scene) | |
{ | |
if (currentPath == null || currentLabels == null || currentLabels.Length == 0) | |
return; | |
if (scene.path != currentPath) { | |
Debug.LogError($"SceneLabelsPreserver.OnSavedScene: Unbalanced OnSavingScene/OnSavedScene calls ({currentPath} vs {scene.path})"); | |
return; | |
} | |
var guid = AssetDatabase.GUIDFromAssetPath(scene.path); | |
if (guid.Empty()) { | |
Debug.LogWarning($"SceneLabelsPreserver.OnSavingScene: Could not get GUID for scene path '{scene.path}'"); | |
return; | |
} | |
var labels = AssetDatabase.GetLabels(guid); | |
if (labels.Length != 0) { | |
Debug.Log($"SceneLabelsPreserver: Scene labels appear to be preserved, maybe this fix is no longer needed? (for {scene.path})"); | |
return; | |
} | |
var sceneAsset = AssetDatabase.LoadAssetAtPath<SceneAsset>(scene.path); | |
if (sceneAsset == null) { | |
Debug.LogError($"SceneLabelsPreserver.OnSavedScene: Could not load scene asset at path '{scene.path}'"); | |
return; | |
} | |
AssetDatabase.SetLabels(sceneAsset, currentLabels); | |
AssetDatabase.SaveAssets(); | |
currentPath = null; | |
currentLabels = null; | |
} | |
} |
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