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[ 2021 ] Hierarchy Pro - Auto HighLighter

Discussion in 'Assets and Asset Store' started by mr_duke, Jul 2, 2017.

?

What kind of updates would you like to see for this assets?

  1. update for highlighter (interface, features)

  2. update for bookmarks (interface, features)

  3. update for project view (revert bottom, other features)

  4. update for top bar (position, features)

  5. update for right mods (display style, additional mods)

  6. other update (type what kind)

  7. fix bugs (type what kind of bugs)

  8. less price

  9. video tutoriasls, reviews

  10. site, help page, wiki page, documentations, etc

Multiple votes are allowed.
Results are only viewable after voting.
  1. oxysofts

    oxysofts

    Joined:
    Dec 17, 2015
    Posts:
    124
    Yea in 'Plugins' by default, otherwise we have to move it again every time there is a plugin update. Personally I think
    Assets/Plugins/Hierarchy PRO/
    would be best, but either is fine for me as long as it's in Plugins!
     
    Stexe likes this.
  2. mr_duke

    mr_duke

    Joined:
    Jul 19, 2013
    Posts:
    198
    Stexe and oxysofts like this.
  3. Stexe

    Stexe

    Joined:
    Feb 2, 2014
    Posts:
    217
    Either works, I just move all my assets into Plugins and restart Unity and haven't had issues before. I think just "Assets/Plugins/Hierarchy PRO/" would be the best though since it would be easier to see and find quickly.
     
  4. mr_duke

    mr_duke

    Joined:
    Jul 19, 2013
    Posts:
    198
    Update awaliable, but it's better to wait a while, because there're some bugs, that have not yet been published.
     
    Last edited: May 6, 2021
    oxysofts likes this.
  5. dsilverthorn

    dsilverthorn

    Joined:
    May 14, 2017
    Posts:
    835
    I vote "Assets/Plugins/Hierarchy PRO", keeping it simple.
    Unless you are planning on moving your other assets there, of course.
     
    sipon likes this.
  6. mr_duke

    mr_duke

    Joined:
    Jul 19, 2013
    Posts:
    198
    Done =) "Assets/Plugins/HierarchyPro" (u5 and u6 will too)
     
    Stexe, sipon and dsilverthorn like this.
  7. dsilverthorn

    dsilverthorn

    Joined:
    May 14, 2017
    Posts:
    835
    Thanks!
     
    mr_duke likes this.
  8. mr_duke

    mr_duke

    Joined:
    Jul 19, 2013
    Posts:
    198
    New update and restored bottombar are awaliable:

    upload_2021-5-6_17-4-48.png

    changes list [05/03/2021] 2021.1 u5: and changes list [05/06/2021] 2021.1 u6:

    new:
    • restored 'BottomBar' (very tasty, the new integration is perfect) =)
    //note that:
    //-asset moved from 'assets/emx/hierarchy pro' folder to 'assets/plugins/hierarchy pro'
    //-top menu items moved from 'windows' to 'tools'

    other:
    • added posibility to choose hot buttons which should be disabled
    • fixed lolbug 'highlighter' - doesn't apply values after last update (there were some performance improvements)
    • fixed autohide for' hypergraph' and other some hypergraph issues
    • fixed stupid infinity repaing for external mods (i replaces onup function with list, but forget to replace if == null to if count == 0 after the changing var type to list
    • fixed new undo for higlighter
    • fixed 'LastSelection' mod - combine selection after adding / 'LastSelection' mod improved performance
    • fixed autosave patterns
    • fixed copying bookmarks or scens list cache if you will copy your scenes cache to another folder in "Assets/..." (not move, moving works fine), so just restart the editor it will help
    • improved some initialization performance (reloading settings script after compilation)
    • fixed lastselection highlighting and buttons ordering
    • fixed generating duplicated names for menus of external mods like scenes or selection history
    • fixed multiply objects names for menus of external mods like scenes or selection history
    • fixed instancing on 'alt' for bookmarks and last selection
    • fixed scenec path tooltip
    • scenes icon moved back to left
    • fixed scroling if mouse hover header rect
    • fixed modules table window
    • fixed right modules header buttons position click for 2019
    • fixed little "WindowsReader" exception after the building project
    • and etc
    a bit:
    • fixed onselection change for 'bookmarks' if last selection disabled
    • fixed closing windows when disabling external mode
    • fixed drag rect for bookmarks
    • menu moved to tools category
    plans for the next update:
    • add mods such as bookmarks and last selection for project window
    • improve texture initialization time by cashing instance ids for session
    --
    • fixed color SET method (used for settings and presets of welcome windows) [important]
    • exception in bookmarks script (you may remove this little 'if' block, to fix it) [important]
    • fixed hypergraph scrolling, and few settings fields
    • fixed instancing for bookmarks and last selection (now it will be on 'alt')
    • fixed some icons and cursors
    • fixed input windows hiding hierarchy for 2021
    • fixed higlighter strange colors for disabled objects
    • fixed folders for project - clipping view rect flickering on open and then folders expanding
    • fixed highilghter possibility to disable shadow for icons
    • added font size for header labels
    • fixed field setting for highlighter - shadow for icons
    • added and fixed font size for hypergraph
    • added interface size for hypergraph
     
    Last edited: May 6, 2021
    Stexe and dsilverthorn like this.
  9. XCPU

    XCPU

    Joined:
    Nov 5, 2017
    Posts:
    145
    I assume it would be best to just delete the whole EMX folder, then import the newer update in /Plugins?
     
  10. mr_duke

    mr_duke

    Joined:
    Jul 19, 2013
    Posts:
    198
    Hi, if you remove emx folder, then you may remove your settings and cache too

    - if you want to use "assets/plugins" folder, you can move it manually (asset supports moving to 3rt pary folders)
    - if no, just keep the folder and import the new update, the update will not create the duplication of asset in the new "assets/plugins" folder, it will copy new files in your current folder "assets/_editor/utils/HierarchyPro" for example
     
    Last edited: May 6, 2021
    dsilverthorn and Stexe like this.
  11. zKici

    zKici

    Joined:
    Feb 12, 2014
    Posts:
    438
    FYI I removed it completely from my project and re-imported the latest update, getting this error at runtime:
    (note i deleted the example scene folders with scripts and its all good)

    [Exception] ArgumentOutOfRangeException: StartIndex cannot be less than zero.
    Parameter name: startIndex
    Rethrow as ImmediateModeException
    String.Remove() at <695d1cc93cca45069c528c15c9fdd749>:0

    HierarchyExternalSceneData.GetProjectHash() at /Plugins/HierarchyPro/Runtime/TempSceneData/HierarchyExternalSceneData.cs:320
    318: {
    319: // var path = Folders.PluginInternalFolder + SCENED_DATA_FOLDER + scene_path.Remove(scene_path.LastIndexOf('.')) + ".asset";
    -->320: var path = d + scene_path.Remove(scene_path.LastIndexOf('.')) + ".asset";
    321: return AssetDatabase.LoadAssetAtPath<HierarchyExternalSceneData>( path );
    322: }

    HierarchyExternalSceneData.GetHierarchyExternalSceneData() at /Plugins/HierarchyPro/Runtime/TempSceneData/HierarchyExternalSceneData.cs:225
    223: var scene_path = GetScenePath(scene);
    224: // if ( !descriptionWasSave.ContainsKey( sceneID ) ) descriptionWasSave.Add( sceneID, false );
    -->225: var result = GetProjectHash( ref scene_path);
    226: if ( !result )
    227: {

    HierarchyExternalSceneData.LoadObjects() at /Plugins/HierarchyPro/Runtime/TempSceneData/HierarchyExternalSceneData.cs:185
    183: {
    -->185: var file = GetHierarchyExternalSceneData(scene);
    186: /*if (type == SaverType.ModDescription)
    187: {

    HierarchyTempSceneData.__() at /Plugins/HierarchyPro/Runtime/TempSceneData/HierarchyTempSceneData.cs:326
    325: //LOAD DATA
    -->326: var LAODED = HierarchyExternalSceneData.LoadObjects((SaverType)t, scene);
    327: UnityEngine.Object[] result = new UnityEngine.Object[0];
    328: if ( LAODED.Length != 0 )

    HierarchyTempSceneDataGetter.GetObjectData() at /Plugins/HierarchyPro/Editor/Scripts/SavedDataScripts/HierarchyTempSceneDataGetter.cs:284
    282: var scene = _o.go.scene;
    283: if ( !scene.IsValid() ) return null;
    -->284: HierarchyTempSceneData.__( ref scene, t );
    286: return GetObjectData( type, _o );

    HighlighterCache_Colors.HighlighterHasKey() at /Plugins/HierarchyPro/Editor/Scripts/ModsScripts/Hierarchy Mods/HighLighterMod/old/HighlighterCache_Colors.cs:103
    101: if (!cacheDichighlighter.TryGetValue(_o.id, out HighlighterResultOut))
    102: {
    -->103: var data = HierarchyTempSceneDataGetter.GetObjectData(SaverType.ModManualHighligher, _o);
    104: if (data == null || data.highLighterData.Length == 0 || data.highLighterData[0].TempColorData.Length == 0)
    105: {

    HighlighterCache_Colors.HighlighterHasKey_IncludeFilters() at /Plugins/HierarchyPro/Editor/Scripts/ModsScripts/Hierarchy Mods/HighLighterMod/old/HighlighterCache_Colors.cs:123
    121: if (!skipManual)
    122: {
    -->123: manual = HighlighterHasKey(_o, mod);
    124: if (manual.id != -1) return manual;
    125: }

    HighlighterMod.DrawBackground() at /Plugins/HierarchyPro/Editor/Scripts/ModsScripts/Hierarchy Mods/HighLighterMod/old/M_Colors_ModuleTexture.cs:1126
    1124: while ( parent != null )
    1125: {
    -->1126: if ( (child_Res = HighlighterCache_Colors.HighlighterHasKey_IncludeFilters( parent, NowPrefabIsOpened, this )).IsTrue( true ) )
    1127: {
    1128: if ( !SelectionRect.HasValue || set.HIGHLIGHTER_GROUPING_CHILD_MODE == 0 || child_Res.BroadCast == -1 )

    HighlighterMod.GetSavedColor() at /Plugins/HierarchyPro/Editor/Scripts/ModsScripts/Hierarchy Mods/HighLighterMod/old/_4_ _ OnGUIDraw.cs:376
    374: {
    375: tempDynamicRect.o = h;
    -->376: return DrawBackground( null, null, tempDynamicRect, h, 1, resetFonts: false );
    377: }
    378: else return null;

    DrawButtonsOld.DrawButtons() at /Plugins/HierarchyPro/Editor/Scripts/ModsScripts/External Windows/TODO/DrawButtonsGuiOld.cs:824
    822: if ( ROW_PAR.DrawHiglighter && memoryRoot[ i ].IsValid() )
    823: {
    -->824: tempColor = adapter.modsController.highLighterMod.GetSavedColor( Cache.GetHierarchyObjectByInstanceID( memoryRoot[ i ].gos_get()[ 0 ] ) );
    825: }
    826: }

    LastSelectionHistoryModWindowInstance.DoLast() at /Plugins/HierarchyPro/Editor/Scripts/ModsScripts/External Windows/GameObjectsSelectionHistory/GameObjectsSelectionHistoryModWindowInstance.cs:286
    -->286: if ( !dob.DrawButtons( line, cType,
    287: // RowsParams[PLUGIN_ID.LAST].HiglighterValue
    288: /* &&*/ rowParams.BgOverrideColor.a != 0 ? Color.Lerp( Color.white, rowParams.BgOverrideColor, rowParams.BgOverrideColor.a ) : Color.white

    GameObjectsSelectionHistoryModWindow.ManualDraw() at /Plugins/HierarchyPro/Editor/Scripts/ModsScripts/External Windows/GameObjectsSelectionHistory/GameObjectsSelectionHistoryModWindow.cs:177
    175: /*controller.type = cType;*/
    176: controller.tempRoot = w;
    -->177: instance.DoLast( r, controller, Root.p[ 0 ].LastActiveScene );
    178: Root.p[ 0 ].RestoreGUI();
    179: }

    BottomBarExtension.DRAW_BY_INDEX() at /Plugins/HierarchyPro/Editor/Scripts/ModsScripts/External Windows/BottomBarExtension/BottomBarExtension.cs:735
    733: case MemType.Custom: BookmarksforGameObjectsModWindow.ManualDraw( ref line, p.m_custom, p.HierarchyController, p ); break;
    734: case MemType.Scenes: ScenesHistoryModWindow.ManualDraw( ref line, p.m_scene, p.HierarchyController, p ); break;
    -->735: case MemType.Last: GameObjectsSelectionHistoryModWindow.ManualDraw( ref line, p.m_last, p.HierarchyController, p ); break;
    736: case MemType.Hier: HierarchyExpandedMemWindow.ManualDraw( ref line, p.m_hier, p.HierarchyController, p ); break;
    737: }

    BottomBarExtension.NEW_BOTTOM() at /Plugins/HierarchyPro/Editor/Scripts/ModsScripts/External Windows/BottomBarExtension/BottomBarExtension.cs:686
    684: }
    -->686: DRAW_BY_INDEX( RowsParams[ i ], line, w );
    688: // if ( RowsParams[ i ].PluginID == PLUGIN_ID.BOOKMARKS ) w.HierarchyController.CustomLineRect = line;

    BottomBarExtension._draw() at /Plugins/HierarchyPro/Editor/Scripts/ModsScripts/External Windows/BottomBarExtension/BottomBarExtension.cs:373
    371: {
    372: //OLD_PAINT( selectRect, w );
    -->373: NEW_BOTTOM( p.o, p.window.bottomParams );
    374: }

    PluginInstance.gui() at /Plugins/HierarchyPro/Editor/Scripts/Root.cs:1014
    1012: if ( g[ pluginID ].BuildedOnGUI_last_butBeforeGL != null && EVENT.type != EventType.Layout ) g[ pluginID ].BuildedOnGUI_last_butBeforeGL();
    1013: gl.ReleaseStack();
    -->1014: if ( g[ pluginID ].BuildedOnGUI_last != null && EVENT.type != EventType.Layout ) g[ pluginID ].BuildedOnGUI_last();
    1015: // sended = false;

    PluginInstance.hierarchy_gui() at /Plugins/HierarchyPro/Editor/Scripts/Root.cs:595
    593: {
    594: pluginID = 0;
    -->595: gui( instanceID, ref selectionRect );
    596: }
    597: internal bool baked_HARD_BAKE_ENABLED;

    SceneHierarchy.OnRowGUICallback() at <e09fc44b2b464346872ad04477f51ab1>:0

    TreeViewController.DoItemGUI() at <e09fc44b2b464346872ad04477f51ab1>:0

    TreeViewController.IterateVisibleItems() at <e09fc44b2b464346872ad04477f51ab1>:0

    TreeViewController.OnGUI() at <e09fc44b2b464346872ad04477f51ab1>:0

    SceneHierarchy.DoTreeView() at <e09fc44b2b464346872ad04477f51ab1>:0

    SceneHierarchy.OnGUI() at <e09fc44b2b464346872ad04477f51ab1>:0

    SceneHierarchyWindow.DoSceneHierarchy() at <e09fc44b2b464346872ad04477f51ab1>:0

    SceneHierarchyWindow.OnGUI() at <e09fc44b2b464346872ad04477f51ab1>:0

    HostView.InvokeOnGUI() at <e09fc44b2b464346872ad04477f51ab1>:0

    DockArea.DrawView() at <e09fc44b2b464346872ad04477f51ab1>:0

    DockArea.OldOnGUI() at <e09fc44b2b464346872ad04477f51ab1>:0

    IMGUIContainer.DoOnGUI() at <6c6f6b8c83db428b9291ed876a84f98a>:0

    IMGUIContainer.HandleIMGUIEvent() at <6c6f6b8c83db428b9291ed876a84f98a>:0

    IMGUIContainer.DoIMGUIRepaint() at <6c6f6b8c83db428b9291ed876a84f98a>:0

    RenderChainCommand.ExecuteNonDrawMesh() at <6c6f6b8c83db428b9291ed876a84f98a>:0

    RenderChain.Render() at <6c6f6b8c83db428b9291ed876a84f98a>:0

    UIRRepaintUpdater.Update() at <6c6f6b8c83db428b9291ed876a84f98a>:0

    VisualTreeUpdater.UpdateVisualTreePhase() at <6c6f6b8c83db428b9291ed876a84f98a>:0

    Panel.UpdateForRepaint() at <6c6f6b8c83db428b9291ed876a84f98a>:0

    Panel.Repaint() at <6c6f6b8c83db428b9291ed876a84f98a>:0

    UIElementsUtility.DoDispatch() at <6c6f6b8c83db428b9291ed876a84f98a>:0

    UnityEngine.UIElements.UIElementsUtility.UnityEngine.UIElements.IUIElementsUtility.ProcessEvent() at <6c6f6b8c83db428b9291ed876a84f98a>:0

    UIEventRegistration.ProcessEvent() at <6c6f6b8c83db428b9291ed876a84f98a>:0

    UnityEngine.UIElements.UIEventRegistration+<>c.<.cctor>b__1_2() at <6c6f6b8c83db428b9291ed876a84f98a>:0

    GUIUtility.ProcessEvent() at <6ddf8eac3856492ab1b8cf42618915cc>:0
     
  12. zKici

    zKici

    Joined:
    Feb 12, 2014
    Posts:
    438
    I was wrong... if I try to open the DontDestroyOnLoad during runtime, tons of erros:

    [Exception] ArgumentOutOfRangeException: StartIndex cannot be less than zero.
    Parameter name: startIndex
    String.Remove() at _695d1cc93cca45069c528c15c9fdd749_


    Exception: Cache not finalizing EMX.HierarchyPlugin.Editor.Mods.Mod_Descript
    Rethrow as ImmediateModeException




    [Exception] Exception: Cache not finalizing EMX.HierarchyPlugin.Editor.Mods.Mod_Descript
    Rethrow as ImmediateModeException
    RightModsManager.DrawModulesContent() at /Plugins/HierarchyPro/Editor/Scripts/ModsScripts/Hierarchy Mods/RightMods/RightModsContentDraw.cs:94
    92: }
    -->94: if ( targetMod.CURRENT_STACK != null ) throw new Exception( "Cache not finalizing " + targetMod );
    96: } // foreach

    RightModsManager.Draw_Middle() at /Plugins/HierarchyPro/Editor/Scripts/ModsScripts/Hierarchy Mods/RightMods/RightModsManager.cs:150
    148: if ( TEMP_HIDE ) return;
    149: // if (header_event_were) return; //maybe hot control warning ;; if no - uncomment
    -->150: DrawModulesContent();
    151: }

    PluginInstance.gui() at /Plugins/HierarchyPro/Editor/Scripts/Root.cs:998
    996: {
    997: if ( g[ pluginID ].BuildedOnGUI_middle[ i ].middle != null )
    -->998: g[ pluginID ].BuildedOnGUI_middle[ i ].middle();
    999: if ( g[ pluginID ].BuildedOnGUI_middle[ i ].middle_plusLayout != null )
    1000: g[ pluginID ].BuildedOnGUI_middle[ i ].middle_plusLayout();

    PluginInstance.hierarchy_gui() at /Plugins/HierarchyPro/Editor/Scripts/Root.cs:595
    593: {
    594: pluginID = 0;
    -->595: gui( instanceID, ref selectionRect );
    596: }
    597: internal bool baked_HARD_BAKE_ENABLED;

    SceneHierarchy.OnRowGUICallback() at <e09fc44b2b464346872ad04477f51ab1>:0

    TreeViewController.DoItemGUI() at <e09fc44b2b464346872ad04477f51ab1>:0

    TreeViewController.IterateVisibleItems() at <e09fc44b2b464346872ad04477f51ab1>:0

    TreeViewController.OnGUI() at <e09fc44b2b464346872ad04477f51ab1>:0

    SceneHierarchy.DoTreeView() at <e09fc44b2b464346872ad04477f51ab1>:0

    SceneHierarchy.OnGUI() at <e09fc44b2b464346872ad04477f51ab1>:0

    SceneHierarchyWindow.DoSceneHierarchy() at <e09fc44b2b464346872ad04477f51ab1>:0

    SceneHierarchyWindow.OnGUI() at <e09fc44b2b464346872ad04477f51ab1>:0

    HostView.InvokeOnGUI() at <e09fc44b2b464346872ad04477f51ab1>:0

    DockArea.DrawView() at <e09fc44b2b464346872ad04477f51ab1>:0

    DockArea.OldOnGUI() at <e09fc44b2b464346872ad04477f51ab1>:0

    IMGUIContainer.DoOnGUI() at <6c6f6b8c83db428b9291ed876a84f98a>:0

    IMGUIContainer.HandleIMGUIEvent() at <6c6f6b8c83db428b9291ed876a84f98a>:0

    IMGUIContainer.DoIMGUIRepaint() at <6c6f6b8c83db428b9291ed876a84f98a>:0

    RenderChainCommand.ExecuteNonDrawMesh() at <6c6f6b8c83db428b9291ed876a84f98a>:0

    RenderChain.Render() at <6c6f6b8c83db428b9291ed876a84f98a>:0

    UIRRepaintUpdater.Update() at <6c6f6b8c83db428b9291ed876a84f98a>:0

    VisualTreeUpdater.UpdateVisualTreePhase() at <6c6f6b8c83db428b9291ed876a84f98a>:0

    Panel.UpdateForRepaint() at <6c6f6b8c83db428b9291ed876a84f98a>:0

    Panel.Repaint() at <6c6f6b8c83db428b9291ed876a84f98a>:0

    UIElementsUtility.DoDispatch() at <6c6f6b8c83db428b9291ed876a84f98a>:0

    UnityEngine.UIElements.UIElementsUtility.UnityEngine.UIElements.IUIElementsUtility.ProcessEvent() at <6c6f6b8c83db428b9291ed876a84f98a>:0

    UIEventRegistration.ProcessEvent() at <6c6f6b8c83db428b9291ed876a84f98a>:0

    UnityEngine.UIElements.UIEventRegistration+<>c.<.cctor>b__1_2() at <6c6f6b8c83db428b9291ed876a84f98a>:0

    GUIUtility.ProcessEvent() at <6ddf8eac3856492ab1b8cf42618915cc>:0
     
  13. mr_duke

    mr_duke

    Joined:
    Jul 19, 2013
    Posts:
    198
    @zKici, thanks. I'll get it fixed right away.

    Also, I'll add part of code, which would just disable the asset for a while, if something like this happens again

    ---

    I can offer the quick fix (but eventually it will be little complicated),
    so to fix this "DontDestroyOnLoad" problem
    please open "HierarchyPro\Runtime\TempSceneData\HierarchyExternalSceneData.cs" and add:
    this line:
    Code (CSharp):
    1.      if ( !p.EndsWith( ".unity", StringComparison.OrdinalIgnoreCase ) ) p += ".unity";
    to 333 or 335 line in the 'GetScenePath' method.

    The problem is that the DontDestroyOnLoad is a scene too, but path doesn't end wtih the ".unity" extension, but asset is trying to find a dot at the end of the file))
     
    Last edited: May 7, 2021
    xpxilom and Stexe like this.
  14. zKici

    zKici

    Joined:
    Feb 12, 2014
    Posts:
    438
    Thanks I will try that fix, first I had to delete the whole asset as it was impossible to work with... I'll keep you posted later on
     
  15. zKici

    zKici

    Joined:
    Feb 12, 2014
    Posts:
    438
    It seems to be okay for now =) Thank you
     
  16. zKici

    zKici

    Joined:
    Feb 12, 2014
    Posts:
    438
    Well, more errors..


    [Exception] MissingReferenceException: The object of type 'GameObject' has been destroyed but you are still trying to access it.
    Your script should either check if it is null or you should not destroy the object.
    Rethrow as ImmediateModeException
    Object.get_name() at <c7864a0eaeb24b2a999fb177623d54b4>:0

    EMX.HierarchyPlugin.Editor.Mods.DrawButtonsOld+GameObjectMemory..ctor() at /Plugins/HierarchyPro/Editor/Scripts/ModsScripts/External Windows/TODO/DrawButtonsHelperOld.cs:1305
    1303: }
    1304: if ( incr != 0 ) result += " + ";
    -->1305: result += go.name;
    1306: ++incr;
    1307: }

    DrawButtonsOld.GET_OBJECTS_LIST() at /Plugins/HierarchyPro/Editor/Scripts/ModsScripts/External Windows/TODO/DrawButtonsHelperOld.cs:443
    441: var temp = HierarchyTempSceneData.InstanceFast(scene);
    442: var res = new List<BookmarkRoot>();
    -->443: for ( int i = 0; i < temp.LastSelection_Temp.Count; i++ ) res.Add( new GameObjectMemory( temp.LastSelection_Temp[ i ].targets.ToArray(), i, -1, temp, type ) );
    444: cached_categories[ SH ].Add( (int)type, res );
    445: }

    LastSelectionHistoryModWindowInstance+<>c__DisplayClass5_0.<OnSelectionChangeStatic>b__0() at /Plugins/HierarchyPro/Editor/Scripts/ModsScripts/External Windows/GameObjectsSelectionHistory/GameObjectsSelectionHistoryModWindowInstance.cs:65
    63: if ( !skip )
    64: {
    -->65: var ex = DrawButtonsOld.GET_OBJECTS_LIST(cType, null, adapter.LastActiveScene);
    66: var res2 = Selection.gameObjects.ToDictionary(g=>g.GetInstanceID(),g=>g);
    67: GameObject[] res;

    PluginInstance.CHECK_ONESHOT_GUI() at /Plugins/HierarchyPro/Editor/Scripts/Root.cs:564
    562: if ( (EVENT.type == EventType.Repaint) && _oneShotGui[ pluginID ].Count > 0 )
    563: {
    -->564: foreach ( var item in _oneShotGui[ pluginID ] ) item();
    565: _oneShotGui[ pluginID ].Clear();
    566: }

    PluginInstance.gui() at /Plugins/HierarchyPro/Editor/Scripts/Root.cs:655
    653: modsController.rightModsManager.headerEventsBlockRect = null;
    654: HoverDisabled = false;
    -->655: CHECK_ONESHOT_GUI();
    656: CHECK_ONESHOT_GUI_FIRSTONLY();

    PluginInstance.hierarchy_gui() at /Plugins/HierarchyPro/Editor/Scripts/Root.cs:595
    593: {
    594: pluginID = 0;
    -->595: gui( instanceID, ref selectionRect );
    596: }
    597: internal bool baked_HARD_BAKE_ENABLED;

    SceneHierarchy.OnRowGUICallback() at <e09fc44b2b464346872ad04477f51ab1>:0

    TreeViewController.DoItemGUI() at <e09fc44b2b464346872ad04477f51ab1>:0

    TreeViewController.IterateVisibleItems() at <e09fc44b2b464346872ad04477f51ab1>:0

    TreeViewController.OnGUI() at <e09fc44b2b464346872ad04477f51ab1>:0

    SceneHierarchy.DoTreeView() at <e09fc44b2b464346872ad04477f51ab1>:0

    SceneHierarchy.OnGUI() at <e09fc44b2b464346872ad04477f51ab1>:0

    SceneHierarchyWindow.DoSceneHierarchy() at <e09fc44b2b464346872ad04477f51ab1>:0

    SceneHierarchyWindow.OnGUI() at <e09fc44b2b464346872ad04477f51ab1>:0

    HostView.InvokeOnGUI() at <e09fc44b2b464346872ad04477f51ab1>:0

    DockArea.DrawView() at <e09fc44b2b464346872ad04477f51ab1>:0

    DockArea.OldOnGUI() at <e09fc44b2b464346872ad04477f51ab1>:0

    IMGUIContainer.DoOnGUI() at <6c6f6b8c83db428b9291ed876a84f98a>:0

    IMGUIContainer.HandleIMGUIEvent() at <6c6f6b8c83db428b9291ed876a84f98a>:0

    IMGUIContainer.DoIMGUIRepaint() at <6c6f6b8c83db428b9291ed876a84f98a>:0

    RenderChainCommand.ExecuteNonDrawMesh() at <6c6f6b8c83db428b9291ed876a84f98a>:0

    RenderChain.Render() at <6c6f6b8c83db428b9291ed876a84f98a>:0

    UIRRepaintUpdater.Update() at <6c6f6b8c83db428b9291ed876a84f98a>:0

    VisualTreeUpdater.UpdateVisualTreePhase() at <6c6f6b8c83db428b9291ed876a84f98a>:0

    Panel.UpdateForRepaint() at <6c6f6b8c83db428b9291ed876a84f98a>:0

    Panel.Repaint() at <6c6f6b8c83db428b9291ed876a84f98a>:0

    UIElementsUtility.DoDispatch() at <6c6f6b8c83db428b9291ed876a84f98a>:0

    UnityEngine.UIElements.UIElementsUtility.UnityEngine.UIElements.IUIElementsUtility.ProcessEvent() at <6c6f6b8c83db428b9291ed876a84f98a>:0

    UIEventRegistration.ProcessEvent() at <6c6f6b8c83db428b9291ed876a84f98a>:0

    UnityEngine.UIElements.UIEventRegistration+<>c.<.cctor>b__1_2() at <6c6f6b8c83db428b9291ed876a84f98a>:0

    GUIUtility.ProcessEvent() at <6ddf8eac3856492ab1b8cf42618915cc>:0
     
  17. mr_duke

    mr_duke

    Joined:
    Jul 19, 2013
    Posts:
    198
    @zKici you can wait for the next update, it's already done. or if you want, you may find around the 1270 line in this constructor "GameObjectMemory" and insert this line:
    Code (CSharp):
    1. gosin = gosin.Where( g => g ).ToArray();
    before the this.CategoryIndex = CategoryIndex;
    it should look like:
    Code (CSharp):
    1. gosin = gosin.Where( g => g ).ToArray();
    2. this.CategoryIndex = CategoryIndex;
    (have to avoid checks for large arrays to improve performance, plus this script is the previous modified version)


    new u7 update commin soon:

    important:
    • fixed drag to last gameOjbect in the hierarchy if the bottom bar enabled
    • fixed multihierarchy windows issues
    • fixed exception for objects marked - DontDestroyOnLoad
    • added additional check for null in the bookmarks and the gameobject history mods
    • improved performance for bookmarks and gameobject history mods
    • added exception handling as option by deafult, now asset won't throw exception by deafult
    • exception will displayed as a simple log message once time
    • or you can completely disable any log from the hierarchy
    • added temperary disabling when exceptions are thrown in loops
    • fixed option - clamping graphic behind right modules for components icons
    • fixed option - clamping events behind right modules for components icons
    bottom bar improvments:
    • new icons for hypergraph
    • improved field displaying for hypergraph
    • buttons for bottom bar - left click show/hide function / right click - menu
    other:
    • improved settings navigation
    • disabled checking sriptable objects windows for settings by default
    • fixed loading function for sriptable objects windows method
    • fixed background and button colors for external mods like bookmarks or last selection
    • some fixes for GetTreeViewontroller method
    • fixed shadow for highlighter
    • fixed drawing textures with borders for auto higlighter window
     
    Last edited: May 9, 2021
  18. zKici

    zKici

    Joined:
    Feb 12, 2014
    Posts:
    438
    I'll wait for the update, hopefully takes care of most of the bugs so its functioning :)

    Thanks
     
  19. mr_duke

    mr_duke

    Joined:
    Jul 19, 2013
    Posts:
    198
    Well... a new, reasonably normal, update is ready. I'm glad it all worked out at last ))) It's the first time I'm enjoy about working with hierarchy, in years DD Thank you for your support gentlemen

    and, hierarchy by default won't throw exceptions:
    upload_2021-5-11_18-18-52.png

    and, bottom bar again ^^:
    upload_2021-5-11_19-0-41.png


    changes list [05/03/2021]:

    Changes list [05/11/2021] 2021.1 u8:

    - u8:
    • fixed right mod alignment issues
    • fixed window initializations after reload and switching
    • fixed highlighter opacity for bottom
    • fixed other bottom bar issues
    • fixed design for external mods
    • fixed search for memory info mod
    • fixed brodcasting flags for memory info mod
    - u7:

    important:
    • fixed drag to last gameOjbect in the hierarchy if the bottom bar enabled
    • fixed multihierarchy windows issues
    • fixed exception for objects marked - DontDestroyOnLoad
    • added additional check for null in the bookmarks and the gameobject history mods
    • improved performance for bookmarks and gameobject history mods
    • added exception handling as option by deafult, now asset won't throw exception by deafult
    • exception will displayed as a simple log message once time
    • or you can completely disable any log from the hierarchy
    • added temperary disabling when exceptions are thrown in loops
    • fixed option - clamping graphic behind right modules for components icons
    • fixed option - clamping events behind right modules for components icons
    bottom bar improvments:
    • new icons for hypergraph
    • improved field displaying for hypergraph
    • buttons for bottom bar - left click show/hide function / right click - menu
    other:
    • improved settings navigation
    • disabled checking sriptable objects windows for settings by default
    • fixed loading function for sriptable objects windows method
    • fixed background and button colors for external mods like bookmarks or last selection
    • some fixes for GetTreeViewController method
    • fixed shadow for highlighter
    • fixed textures with borders for auto higlighter window
     
    Last edited: May 11, 2021
    dsilverthorn and Stexe like this.
  20. dsilverthorn

    dsilverthorn

    Joined:
    May 14, 2017
    Posts:
    835
    Thank you for reviving it and keeping it alive for us!
    We all appreciate your work!
    Unity is incomplete without this up and running.
     
  21. mr_duke

    mr_duke

    Joined:
    Jul 19, 2013
    Posts:
    198
    A little delayed with the new update, but the new site is almost ready and new updated wiki too, will try to done it today or tomorrow. Thanks!



    • new web site and updated wiki
    • added compact style for right bar
    • added posobility to reset fields in the settings to default value
    • updated, fixed and improved presets manager
    • added filter buttons for setting categories
    • updated custom mods for right bar, improveb behaviour for buttons
    • fixed search for custom right bar mods, fixed fonts for custom right bar mods
    • search for highlighter now also includes filter colors
    • fixed search for pleymode keeper (setactive, siblings, add/remove components)
    • changed position for higlighter, now it opens on the left side
    • added option to eneable/disable quick opening bottom modules using LMB
    • fixed little offsets for mods rects if the unity ui scaling enabled (125% - 200%)
    • fixed clamping feature for component icons
    • fixed compilation timer log
    • fixed problems for multi hierarchy windows after optimization of integration
    • new update for multi hierarchy windows issues
    • fixed higlighter has key method
    • fixed search for project highlighter
    • fixed path for main setings window file
    • fixed vertex mod when switching type of information
    • fixed rect for dragging events in the settings for fields
    • fixed closing highlighter window after color changing
    • fixed ping style for non default lines height and scaled unity ui
    • fixed toggle disables mono compoents icons drawing
    • fixed some highlighter background issues in aligment to right bar and 1 pixel separators
    • fixed topbar timers when resizing, and some settings issues
    • fixed undo for rightclick objects menu
    • fixed 1 pixel and narrow colors for search window
    Plans:
    • Highlighter first, some new features and umorivment, like alighment and font size, and mini labels
    • PlayMode Keeper doesn't save data for more than one scene
     
    Last edited: May 30, 2021
    Stexe and dsilverthorn like this.
  22. mr_duke

    mr_duke

    Joined:
    Jul 19, 2013
    Posts:
    198
    2021.1 u10 is ready, tons of fixes ))) This update is really great, many features have been worked out (while I was doing the wiki). I’m actually a little bit shocked how many toggles this asset has.
    But the web site not ready yet, but I think it's nearly done, so.... It just took a little bit longer than expected, seems it should be nicer then all previous variants, hope so.

    New way to reset fields to default value:
    upload_2021-5-31_19-30-27.png

    Now right bar's modules can be placed next to each other, but it is a test option
    upload_2021-5-31_19-32-45.png
     
    Last edited: May 31, 2021
  23. Setmaster

    Setmaster

    Joined:
    Sep 2, 2013
    Posts:
    239
    Does this asset have hierarchy folders?
     
  24. mr_duke

    mr_duke

    Joined:
    Jul 19, 2013
    Posts:
    198
    Unfortunately I do not quite understand what hierarchy folders should do, But I think this asset doesn't have it. But, thanks for your question, though. In the future it might be added.
     
  25. esteban16108

    esteban16108

    Joined:
    Jan 23, 2014
    Posts:
    158
    @mr_duke Hi, I bought the extended version and I get a lot of errors the first one is:

    The type or namespace name 'EMX' could not be found (are you missing a using directive or an assembly reference?)


    Using Unity 2019.4.18
     
  26. esteban16108

    esteban16108

    Joined:
    Jan 23, 2014
    Posts:
    158
    My Bad I just saw the Unity Supported Versions are from 2019.4.24 up... :(
     
  27. mr_duke

    mr_duke

    Joined:
    Jul 19, 2013
    Posts:
    198
    Hi! Thanks. Did you just import the asset and immediately got an error? In which script is the error? We just loaded this asset using the unity 2019.4.24 (Updated) so I think it should wrok for 2019.4.18 too.

    Update:
    The asset should work with the version 2019.2, I missed that we used the 2019.4 for uploading. I.m going to check 2019.2, now.

    Update:
    Yes, my bad, we used the wrong version to download. Thank you for paying attention to this, Asset works with unity 2019.2 and above, so update will awaliable tomorrow, or you can fix it manually, there are 5 or 6 errors, or I can provide you with help in the conversation.

    Solution:
    Yay, all errors in one place:

    just find the MainSettingsParams_Fields.cs go to the 162 line and replace the:
    Code (CSharp):
    1.     Color s_to_c( string s )
    2.     {
    3.        var sp = s.Split( '-' );
    4.        var res = new Color32();
    5.        for ( int i = 0; i < 4; i++ )
    6.            res[ i ] = byte.Parse( sp[ i ] );
    7.        return res;
    8.     }
    9.     string c_to_s( Color _c )
    10.     {
    11.         Color32 c = _c;
    12.          return c[ 0 ] + "-" + c[ 1 ] + "-" + c[ 2 ] + "-" + c[ 3 ];
    13.     }
    with:
    Code (CSharp):
    1.     Color s_to_c( string s )
    2.     {
    3.         var sp = s.Split( '-' );
    4.         var res = new Color32();
    5.         res.r = byte.Parse( sp[ 0 ] );
    6.         res.g = byte.Parse( sp[ 1 ] );
    7.         res.b = byte.Parse( sp[ 2 ] );
    8.         res.a = byte.Parse( sp[ 3 ] );
    9.         return res;
    10.     }
    11.     string c_to_s( Color _c )
    12.     {
    13.         Color32 c = _c;
    14.         return c.r + "-" + c.g + "-" + c.b + "-" + c.a;
    15.     }
    But the update that will be awaliable tomorrow will be better.
     
    Last edited: Jun 8, 2021
  28. esteban16108

    esteban16108

    Joined:
    Jan 23, 2014
    Posts:
    158
    Yes this happens after import. Thanks for taking the time testing it. I really wanted to use it!
     
  29. mr_duke

    mr_duke

    Joined:
    Jul 19, 2013
    Posts:
    198
    New
    • fixed support for 2019.2
    • fixed colors for light theme
    • fixed settings window for 2019.2-2019.4 versions
    • fixed windows clamping for 2019.2-2019.4 versions
    • fixed item with the same key has already been added for multiline selection moving
    • fixed hypergraph bottom bar icon for light theme
    • fixed hot buttons textures size
    • fixed bottom bar colors for light theme
    • fixed randomly event pos exceptions for input windows
    • new web site awaliable (but not all pages complited)
    is available. Tons of improvments for light editor theme,
    and now asset works with unity 2019.2, and new web page is also awaliable.

    upload_2021-6-9_14-29-2.png

    The nice new wiki page (except that it hasn't been fully completed yet:rolleyes:)
     
    Last edited: Jun 9, 2021
    dsilverthorn and esteban16108 like this.
  30. esteban16108

    esteban16108

    Joined:
    Jan 23, 2014
    Posts:
    158
    I'm still having the same problem with the latest release:

    First line of the log:
    Code (CSharp):
    1. [CompilerError] The type or namespace name 'EMX' could not be found (are you missing a using directive or an assembly reference?)
    2. Compiler Error at Assets\Plugins\HierarchyPro\Custom_RightClickObjectMenu.cs:27 column 24
    3. 25:   ////////////////////////////////////JUST COPY THAT///MENU ITEM TEMPLATE///////////////////////////////////////////////////////////////////////////////
    4. -->27:   class MenuTemplate : EMX.CustomizationHierarchy.ExtensionInterface_RightClickOnGameObjectMenuItem
    5. 28:   {
    6. 29:       const string NAME = "My Optional Sub Item/My Menu Item %k";
    7.  

    Here is the full log: https://pastebin.com/aspTfAhe
     
  31. mr_duke

    mr_duke

    Joined:
    Jul 19, 2013
    Posts:
    198
    @esteban16108
    • Well, the problem may be related to duplicated hierarchy pro scripts, I have moved some files 5-6 updates ago, and probably, when you upgraded to extended version, package manager missed old files, because they had different GUIDs, and manager creates new duplicated files.
    1) As I remember I only moved files from Demo Scene to root folder. You can try:
    - remove Demo Scenes folder,
    - and then check the root Assets\Plugins\HierarchyPro folder, there should only be four scripts:
    upload_2021-6-10_11-29-17.png
    2) Second way, remove whole HierarchyPro folder and import asset again, but in this case you can lost saved data if you store it in the HierarchyPro folder, by default "Internal Folder" - option in the settings, by default data is saved in Assets\Plugins\HierarchyPro\_SAVED_DATA folder.

    (For example, for me, I set the "Assets\_cache\" for settings and "Assets\_cache\SC" for scenes data folder)
    upload_2021-6-10_11-41-48.png
    problems with duplicate files can cause, then you upgrade the asset hierarchy pro u1...u8 to hierarchy pro extended u9 ~ u12, if you upgrade extended to new extended version everything should be fine
    • Another solution may be realted with bugs in the script, can you look for other errors, not related to namespaces, I mean errors that not contains "name 'EMX' could not be found" (if no, don't worry, I’ll try to figure it out myself, I’ll try to install 2019.4.18, perhaps the asset has problems specifically with 2019.4.18, I’ll let you know when I try it.)
     
    Last edited: Jun 10, 2021
  32. esteban16108

    esteban16108

    Joined:
    Jan 23, 2014
    Posts:
    158
    @mr_duke It's not an upgrade it's a fresh install
     
  33. mr_duke

    mr_duke

    Joined:
    Jul 19, 2013
    Posts:
    198
    Hmmm, I tried the 2019.4.18, and didn't get any exception,

    Then it probably has something to do with third-party plugins... Can you provide screenshot of all hierarchy errors like here: upload_2021-6-10_17-15-9.png , so that I could see what another errors are there? (one line for each error is enough)

    Thanks for the help in solving this problem.
     
  34. esteban16108

    esteban16108

    Joined:
    Jan 23, 2014
    Posts:
    158
    Will do. Meanwhile, just to confirm, did you try to install from Package Manager? Cause maybe the upload is cached or it didn't update to latest version?
     
  35. mr_duke

    mr_duke

    Joined:
    Jul 19, 2013
    Posts:
    198
    Haa, yes, you are absolutely right, thank you so much. The problem is in the asset store cache. Probably it is already have been fixed for the future versions. But, if anyone has a problem with importing new hierarchy package, and demo scenes scripts, try this:

    Solution:
    1) follow to C:\Users\{Account Name}\AppData\Roaming\Unity\Asset Store-5.x\
    2) find the emx folder
    3) remove emx folder or Hierarchy Pro Extended.unitypackage in the emx folder
    4) restart unity editor
    5) download asset again

    Seems it happened because I changed the publisher name ^^
     
    esteban16108 likes this.
  36. esteban16108

    esteban16108

    Joined:
    Jan 23, 2014
    Posts:
    158

    I deleted all the 4 scripts at the root and it works.

    Another question.. how to enable child count? (How many children any hierarchy GO have)
     
  37. mr_duke

    mr_duke

    Joined:
    Jul 19, 2013
    Posts:
    198
    1) You can find this option in the main settings:
    upload_2021-6-11_13-5-28.png

    But in this case, it will show only children for the current deep
    upload_2021-6-11_13-6-57.png

    2) The second way, try to use the right bar mod, in this case you can display whole children, but the count will be located at the right part of the hierarchy window
    upload_2021-6-11_13-8-23.png

    I think I will add an option to display whole children count for the first way too, in the next update. I have not added it before because before it used broadcast and required additional calculations. But now the asset is different from the previous version, and I guess that won’t be a problem.
     
    esteban16108 likes this.
  38. Setmaster

    Setmaster

    Joined:
    Sep 2, 2013
    Posts:
    239
    esteban16108 likes this.
  39. mr_duke

    mr_duke

    Joined:
    Jul 19, 2013
    Posts:
    198
    Ahh, yes, you meant that asset, I saw it, I really like the managment idea, and it seems the author is still working on this asset, a lot of cool features have been added recently. I think it's better if the hierarchy folders' author will continue to develop. Let the author find their place and do their bidding ^^ We will add it if the hierarchy folders' author will throw the case out.
     
    Last edited: Jun 13, 2021
    esteban16108 likes this.
  40. esteban16108

    esteban16108

    Joined:
    Jan 23, 2014
    Posts:
    158
    @mr_duke Thanks. Now for some reason it's opening the settings in the inspector instead of in a new window... do you know what could be happening? Any way to fix that?

    upload_2021-6-14_9-32-59.png
     
  41. esteban16108

    esteban16108

    Joined:
    Jan 23, 2014
    Posts:
    158
    OK Found it! There is a setting even for that!! Amazing.
     
  42. mr_duke

    mr_duke

    Joined:
    Jul 19, 2013
    Posts:
    198
    New 2021.1 u13 will be available on monday:
    • added ability to combine children count for background decoration mod
    • added wiki links in the settings menu
    • fixed black windows for 'FunEditorFontsModification'
    • fixed offset and clipping for 'FunEditorFontsModification' for some styles
    • some improvments for styles, light and dark
    • fixed default colors settings after skin change
    • fixed some settings features
    • fixed hypergraph contains key exception
    • fixed hypergraph autohide if autoreload is disabled
    • fixed some issues with background decorations's colors
    • fixed clamped option for background decorations's colors
    • fixed issues for 1px lines for 125% and above unity ui scaling
    • fixed highlighter issues for colored labels when the bg decoration mod is disalbed but chess fill is enabled

    Pay attention. Let me remind you again the issue with the publisher's name:
    Asset may fails to update due to a little problem with the asset store cache (we changed our name few months ago, and 6 or 7 update has already been released). So, if you had any our asset before, you have to go to the assets store hdd directory find the "emx" folder and remove it. Apologies, for the inconvenience.
    Everybody, have a great weekend.
     
    Last edited: Jun 18, 2021
  43. dsilverthorn

    dsilverthorn

    Joined:
    May 14, 2017
    Posts:
    835
    FYI
    I was getting an error which was preventing it to work at all.
    I had to fix it in the code. It was correct on line 321 but line 323 wasn't fixed.

    Assets\Plugins\HierarchyPro\Editor\Scripts\ModsScripts\Integrated Mods\SnapMod\SnapMod.cs(323,1): error CS0619: 'SelectionMode.OnlyUserModifiable' is obsolete: ''OnlyUserModifiable' is obsolete. Use 'Editable' instead. (UnityUpgradeable) -> Editable'
     
  44. mr_duke

    mr_duke

    Joined:
    Jul 19, 2013
    Posts:
    198
    Hi,
    Did you try to change "SelectionMode.OnlyUserModifiable" string?
    But instead, please try to change #if UNITY_2021_1_OR_NEWER with #if UNITY_2019_4_OR_NEWER it should work.

    If no, please tell me which version of unity did you use. Thanks!
     
    Last edited: Aug 28, 2021
  45. dsilverthorn

    dsilverthorn

    Joined:
    May 14, 2017
    Posts:
    835
    I just changed ‘OnlyUserModifiable’ to ‘Editable’ and that fixed it. Using 2019.4.28
     
  46. xpxilom

    xpxilom

    Joined:
    Aug 28, 2014
    Posts:
    30
    Hola, me gustaría que hagas muchos tutoriales de juegos usando esto, asi poder conseguir mas compras y mantener activo el assets.

    Me costo mucho encontrarlo, ya que la tienda de activo lo pone oculto...
     
  47. mr_duke

    mr_duke

    Joined:
    Jul 19, 2013
    Posts:
    198
    @xpxilom, yes, you are absolutely right, I will do it with the greatest of pleasure. Plus I already completed another assets and splited this one, so It should be 8 assets in my case.
     
    Last edited: Dec 3, 2021
  48. AGregori

    AGregori

    Joined:
    Dec 11, 2014
    Posts:
    527
    Showstopping bug, broke my editor:


    System.Exception: HierarchyPro: Exception of type 'UnityEngine.ExitGUIException' was thrown. ---> UnityEngine.ExitGUIException: Exception of type 'UnityEngine.ExitGUIException' was thrown.
    at UnityEngine.GUIUtility.ExitGUI () [0x00006] in <8993825ca73141f8999b26a750e0f11a>:0
    at EMX.HierarchyPlugin.Editor.Window.AssignInstance (System.Int32 plugin, EMX.HierarchyPlugin.Editor.Window& targetWindow, System.Type overrideType, UnityEditor.EditorWindow lastWindwos) [0x000b0] in C:\ME TOO\Assets\Plugins\HierarchyPro\Editor\Scripts\PluginInstanceScripts\WindowReader.cs:100
    at EMX.HierarchyPlugin.Editor.Mods.ProjectGuiExtension.asdasd (System.String s, UnityEngine.Rect rect) [0x0005f] in C:\ME TOO\Assets\Plugins\HierarchyPro\Editor\Scripts\ModsScripts\Hierarchy Mods\ProjectGuiExtension\ProjectGuiExtension.cs:174
    at (wrapper delegate-invoke) System.Action`2[System.String,UnityEngine.Rect].invoke_void_T1_T2(string,UnityEngine.Rect)
    at EMX.HierarchyPlugin.Editor.PluginInstance.invoke_OnProjectWindow (System.String guid, UnityEngine.Rect selectionrect) [0x00018] in C:\ME TOO\Assets\Plugins\HierarchyPro\Editor\Scripts\PluginInstanceScripts\Events\EditorSubsribtion.cs:175
    --- End of inner exception stack trace ---
    UnityEngine.Debug:Log (object)
    EMX.HierarchyPlugin.Editor.Root:LogExc (System.Exception) (at Assets/Plugins/HierarchyPro/Editor/Scripts/Root.cs:130)
    EMX.HierarchyPlugin.Editor.Root:TemperaryDisableThePlugin_FromRoot (System.Exception) (at Assets/Plugins/HierarchyPro/Editor/Scripts/Root.cs:112)
    EMX.HierarchyPlugin.Editor.PluginInstance:invoke_OnProjectWindow (string,UnityEngine.Rect) (at Assets/Plugins/HierarchyPro/Editor/Scripts/PluginInstanceScripts/Events/EditorSubsribtion.cs:179)
    UnityEngine.GUIUtility:processEvent (int,intptr,bool&)
     
  49. mr_duke

    mr_duke

    Joined:
    Jul 19, 2013
    Posts:
    198
    It seems that some kind of problems with project extension, try to disable all project's modules (if you cannot disable them using gui interface, you can find hard disable cs file in the asset's root and add false flag for project modules), which unity version do you use?
    It is just that plugin cannot find the project window, it is so complicated WindowReader/AssignInstance and etc just to make the quick initialization for the plugin.
     
    Last edited: Sep 24, 2021
    AGregori likes this.
  50. dsilverthorn

    dsilverthorn

    Joined:
    May 14, 2017
    Posts:
    835
    This is a Teaser for an upcoming project continuing the Apollo's Dream series.

    The video was made with Unity 2019 using the this assets.
     
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