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This is a Unity menu item script that allows you to easily apply a transform's values to its direct children
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/* | |
Demo video: https://i.imgur.com/bRlAHT9.mp4 | |
This tool allows you to easily apply a transform's values to its direct children. | |
For example, say we have a parent object called "Starfield" that holds 100 "Star" game objects as direct children. | |
The Starfield's rotation is set to (x=0, y=0, z=0), and ideally you'd like to keep it that way (for some whatever reason). | |
But The Stars are arranged in a certain pattern, and it doesn't look right. You don't want to manually adjust | |
each individual Star. So you rotate the Starfield object to rotate the entire starfield itself. | |
Only problem is, the Starfield object no longer has a rotation of (x=0, y=0, z=0). | |
It's now (x=0, y=0, z=67.32334f) or whatever. | |
One way to solve this is by manually dragging all the Stars out of the Starfield game object, | |
setting the Starfield object's rotation to (x=0, y=0, z=0), then manually dragging the Stars | |
back onto the Starfield game object, reparenting them to the now-rotationally-applied Starfield. | |
This tool allows you to apply a transform in the following ways: | |
1. Position | |
2. Rotation | |
3. Scale | |
4. Rotation & Scale | |
5. Transform (i.e. apply Position, Rotation, and Scale) | |
One caveat: applying non-uniform scales can have undesired effects | |
*/ | |
using System.Linq; | |
using UnityEngine; | |
using UnityEditor; | |
public class ApplyTransformMenuItem : MonoBehaviour | |
{ | |
const string PATH_BASE = "Tools/Whit's Stuff/"; | |
const string APPLY_POSITION_PATH = PATH_BASE + "Apply Position"; | |
const string APPLY_ROTATION_PATH = PATH_BASE + "Apply Rotation"; | |
const string APPLY_SCALE_PATH = PATH_BASE + "Apply Scale"; | |
const string APPLY_ROTATION_AND_SCALE_PATH = PATH_BASE + "Apply Rotation and Scale"; | |
const string APPLY_TRANSFORM_PATH = PATH_BASE + "Apply Transform"; | |
#region MenuItems | |
// Position | |
[MenuItem(APPLY_POSITION_PATH)] | |
static void ApplyPosition() | |
{ | |
ApplyTransformInternal(Selection.activeTransform, true, false, false); | |
} | |
[MenuItem(APPLY_POSITION_PATH, true)] | |
static bool ValidateApplyPosition() { return ValidateSelection(); } | |
// Rotation | |
[MenuItem(APPLY_ROTATION_PATH)] | |
static void ApplyRotation() | |
{ | |
ApplyTransformInternal(Selection.activeTransform, false, false, true); | |
} | |
[MenuItem(APPLY_ROTATION_PATH, true)] | |
static bool ValidateApplyRotation() { return ValidateSelection(); } | |
// Scale | |
[MenuItem(APPLY_SCALE_PATH)] | |
static void ApplyScale() | |
{ | |
ApplyTransformInternal(Selection.activeTransform, false, true, false); | |
} | |
[MenuItem(APPLY_SCALE_PATH, true)] | |
static bool ValidateApplyScale() { return ValidateSelection(); } | |
// Rotation & Scale | |
[MenuItem(APPLY_ROTATION_AND_SCALE_PATH)] | |
static void ApplyRotationAndScale() | |
{ | |
ApplyTransformInternal(Selection.activeTransform, false, true, true); | |
} | |
[MenuItem(APPLY_ROTATION_AND_SCALE_PATH, true)] | |
static bool ValidateApplyRotationAndScale() { return ValidateSelection(); } | |
// Transform | |
[MenuItem(APPLY_TRANSFORM_PATH)] | |
static void ApplyTransform() | |
{ | |
ApplyTransformInternal(Selection.activeTransform, true, true, true); | |
} | |
[MenuItem(APPLY_TRANSFORM_PATH, true)] | |
static bool ValidateApplyTransform() { return ValidateSelection(); } | |
#endregion | |
static void ApplyTransformInternal(Transform transform, bool position, bool scale, bool rotation) | |
{ | |
GameObject root = transform.gameObject; | |
GameObject[] children = | |
Enumerable.Range(0, root.transform.childCount) | |
.Select(i => root.transform.GetChild(i).gameObject) | |
.ToArray(); | |
Undo.RegisterFullObjectHierarchyUndo(root, "Apply Transform"); | |
for (int i = 0; i < children.Length; i++) | |
{ | |
Transform child = children[i].transform; | |
child.SetParent(null, true); | |
} | |
if (position) | |
{ | |
root.transform.localPosition = Vector3.zero; | |
} | |
if (scale) | |
{ | |
root.transform.localScale = Vector3.one; | |
} | |
if (rotation) | |
{ | |
root.transform.rotation = Quaternion.identity; | |
} | |
for (int i = 0; i < children.Length; i++) | |
{ | |
Transform child = children[i].transform; | |
child.SetParent(root.transform, true); | |
} | |
} | |
static bool ValidateSelection() | |
{ | |
return Selection.activeTransform != null && Selection.activeTransform.childCount > 0; | |
} | |
} |
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