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Favorites Tab[s] - your favorite assets and game objects

Discussion in 'Assets and Asset Store' started by Flipbookee, Sep 3, 2012.

  1. Gua

    Gua

    Joined:
    Oct 29, 2012
    Posts:
    443
    I've removed FG_GameObjectGUIDs from the scene and allowed Favorites create new FG_GameObjectGUIDs. I haven't seen those errors for some time. I'll let you know if those errors comeback.
     
    Last edited: Mar 5, 2019
    Flipbookee likes this.
  2. Gua

    Gua

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    Oct 29, 2012
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    This error just popped-up.

    NullReferenceException: Object reference not set to an instance of an object
    UnityEditor.AssetDatabase.IsMainAsset (UnityEngine.Object obj) (at C:/buildslave/unity/build/artifacts/generated/bindings_old/common/Editor/AssetDatabaseBindings.gen.cs:72)
    FavoritesTab.OnGUI () (at Assets/FlipbookGames/FavoritesTab/Editor/Scripts/FavoritesTab.cs:1413)
    System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <ac823e2bb42b41bda67924a45a0173c3>:0)
    Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
    System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <ac823e2bb42b41bda67924a45a0173c3>:0)
    System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at <ac823e2bb42b41bda67924a45a0173c3>:0)
    UnityEditor.HostView.Invoke (System.String methodName, System.Object obj) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:342)
    UnityEditor.HostView.Invoke (System.String methodName) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:336)
    UnityEditor.HostView.InvokeOnGUI (UnityEngine.Rect onGUIPosition, UnityEngine.Rect viewRect) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:310)
    UnityEditor.DockArea.DrawView (UnityEngine.Rect viewRect, UnityEngine.Rect dockAreaRect, System.Boolean customBorder, System.Boolean floatingWindow, System.Boolean isBottomTab) (at C:/buildslave/unity/build/Editor/Mono/GUI/DockArea.cs:363)
    UnityEditor.DockArea.OldOnGUI () (at C:/buildslave/unity/build/Editor/Mono/GUI/DockArea.cs:322)
    UnityEngine.Experimental.UIElements.IMGUIContainer.DoOnGUI (UnityEngine.Event evt, UnityEngine.Matrix4x4 worldTransform, UnityEngine.Rect clippingRect, System.Boolean isComputingLayout) (at C:/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:244)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr)
     
    Last edited: Mar 7, 2019
    Flipbookee likes this.
  3. Flipbookee

    Flipbookee

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    I see... That should be an easy fix, but I think I've fixed that already locally, so I'll check how I did that.
     
  4. Flipbookee

    Flipbookee

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    @Gua I just sent you a work-in-progress version of the latest updates for Favorites Tabs. Please let me know how that works for you when you get a chance to check :)
     
  5. petrucio

    petrucio

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    Aug 30, 2011
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    I'd also like that fix for those exceptions, they are pretty annoying.
     
    Flipbookee and username132323232 like this.
  6. petrucio

    petrucio

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    Aug 30, 2011
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    I also get these matching exceptions following those:

    Code (CSharp):
    1. ArgumentException: Getting control 0's position in a group with only 0 controls when doing repaint
    2. Aborting
    3. UnityEngine.GUILayoutGroup.GetNext () (at C:/buildslave/unity/build/Modules/IMGUI/LayoutGroup.cs:122)
    4. UnityEngine.GUILayoutUtility.DoGetRect (System.Single minWidth, System.Single maxWidth, System.Single minHeight, System.Single maxHeight, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) (at C:/buildslave/unity/build/Modules/IMGUI/GUILayoutUtility.cs:464)
    5. UnityEngine.GUILayoutUtility.GetRect (System.Single width, System.Single height, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) (at C:/buildslave/unity/build/Modules/IMGUI/GUILayoutUtility.cs:441)
    6. UnityEngine.GUILayout.Space (System.Single pixels) (at C:/buildslave/unity/build/Modules/IMGUI/GUILayout.cs:219)
    7. FavoritesTab.DoToolbar () (at Assets/Plugins/FlipbookGames/FavoritesTab/Editor/Scripts/FavoritesTab.cs:2273)
    8. FavoritesTab.OnGUI () (at Assets/Plugins/FlipbookGames/FavoritesTab/Editor/Scripts/FavoritesTab.cs:1515)
    9. System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <a8ed250850854b439cedc18931a314fe>:0)
    10. Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
    11. UnityEngine.UIElements.UIR.RenderChain.Render (UnityEngine.Rect topRect, UnityEngine.Matrix4x4 projection) (at C:/buildslave/unity/build/Modules/UIElements/Renderer/UIRChainBuilder.cs:238)
    12. UnityEngine.UIElements.UIRRepaintUpdater.DrawChain (UnityEngine.Rect topRect, UnityEngine.Matrix4x4 projection) (at C:/buildslave/unity/build/Modules/UIElements/Renderer/UIRRepaintUpdater.cs:66)
    13. UnityEngine.UIElements.UIRRepaintUpdater.Update () (at C:/buildslave/unity/build/Modules/UIElements/Renderer/UIRRepaintUpdater.cs:54)
    14. UnityEngine.UIElements.VisualTreeUpdater.UpdateVisualTree () (at C:/buildslave/unity/build/Modules/UIElements/VisualTreeUpdater.cs:72)
    15. UnityEngine.UIElements.Panel.Repaint (UnityEngine.Event e) (at C:/buildslave/unity/build/Modules/UIElements/Panel.cs:637)
    16. UnityEngine.UIElements.UIElementsUtility.DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel panel) (at C:/buildslave/unity/build/Modules/UIElements/UIElementsUtility.cs:240)
    17. UnityEngine.UIElements.UIElementsUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at C:/buildslave/unity/build/Modules/UIElements/UIElementsUtility.cs:78)
    18. UnityEngine.GUIUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at C:/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179)
    19.  
     
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  7. Flipbookee

    Flipbookee

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    I'll be sending it in a moment... Please let me know how that works for you! I've been trying to get these fixes released for some time and any help would be highly appreciated.
     
  8. username132323232

    username132323232

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    Dec 9, 2014
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    Could you please send the fixed version to me too? Thanks!
     
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  9. Flipbookee

    Flipbookee

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    The latest version of the Favorites Tabs got just released on the Asset Store! :cool:

    Go, grab it from here... It works with all versions of Unity, even with the latest beta release :)

    I hope you'll enjoy it, so let me know if you do (or if you don't, of course, for whatever reason).
     
    Lars-Steenhoff likes this.
  10. Lars-Steenhoff

    Lars-Steenhoff

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    Thanks! I was looking forward to using it in the latest beta and now its already possible! Unity changed some things around and the UI of the SI console had overlapping menu items, I will check if its better now.
     
    Flipbookee likes this.
  11. Flipbookee

    Flipbookee

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    Ah, SI Console is not part of the Favorites Tabs, so this update won’t fix that. I noticed the issue with overlapping buttons when I tested Si3 there and it will be an easy fix, so I hope I’ll get that fixed too this week and release an update over the weekend.
     
  12. Lars-Steenhoff

    Lars-Steenhoff

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    Ah yea sorry I got mixed up, saw your name thought about si3.
    Good news both assets get updated!
     
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  13. fmelogno

    fmelogno

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    Oct 2, 2016
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    Hi, there is a way to view the object saved as a favorite in a scene persistently. I will explain better what I want to do, I bookmark an object from scene A, then, if I change to scene B, that object could show in its description that it belongs to scene A, and if I click on it, I change from scene B to scene A and I select the object.
    Thank you...
     
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  14. grimmy

    grimmy

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    Feb 2, 2009
    Posts:
    400
    Hi, I'm getting this error in 2019.2.8f1:

    ArgumentException: An item with the same key has already been added. Key: 287
    System.Collections.Generic.Dictionary`2[TKey,TValue].TryInsert (TKey key, TValue value, System.Collections.Generic.InsertionBehavior behavior) (at <599589bf4ce248909b8a14cbe4a2034e>:0)

    Not sure if it harmless or not but I have been having Unity crash a lot recently. Maybe its related. Who knows.
     
  15. novaVision

    novaVision

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    Nov 9, 2014
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    This asset need to be updated finally... too many warning messages of deprecated methods... so unnoyong, stopped to use it at all because of it
     
  16. Flipbookee

    Flipbookee

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    Hi @grimmy!

    Sorry, there's nothing in that call stack that would suggest it's related to the Favorites Tabs... And no, Unity crashing is not related to exceptions thrown from managed code. Only the native code can crash an application, managed code is all protected from crashes and it can only throw exceptions. And all of the Favorites Tabs is running as managed code, so no, you can't crash Unity from managed code even if that's intentional. But you could call a managed code function in the Unity API that calls a native code function deeper inside Unity, and that code may crash the application, but that always indicates an error in that code, which in this case would be code of the Unity Editor or the Unity game engine embedded inside the editor.

    But yeah, I'll check anyway. What version of the Favorites Tabs do you use, please?
     
  17. Flipbookee

    Flipbookee

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    Same question for you @novaVision, what version of the Favorites Tabs did you use before stopping? Have you tried the latest one from the Asset Store? If yes, in what version of Unity, please?
     
  18. ballistic_cowboy

    ballistic_cowboy

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    Jun 30, 2018
    Posts:
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    Hi Flipbookee,

    Thanks very much for the great asset, it's really helping my productivity and I'm very pleased with the purchase. There is one behaviour I would like to customise and I wonder if there is already an option to do this or an easy way I can code a patch if needed?

    When I am editing a game object in the inspector it would be nice if selecting a favorite folder in the favorites tab doesn't change the inspector away to look at that folder (it only opens up an empty inspector anyway because there aren't any inspector properties on a folder) and only changes project browser to look at the folder instead. I know I can lock the inspector as well, but it is less efficient to be locking and unlocking it, rather than having a helpful default behaviour of the favourites folder. Let me know if something like that is possible!

    Many thanks.
     
    Last edited: May 24, 2020
    Flipbookee likes this.
  19. Wilbert-Blom

    Wilbert-Blom

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    Aug 13, 2011
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    It's been a while but... did you ever get to work on using categories or labels instead of star colors to filter favorites ? It's easier to remember if we can use names instead of colors.
     
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  20. Flipbookee

    Flipbookee

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    Unfortunately no. I’m still very busy with Script Inspector 3 which turned out to need a tremendous amount of work, but it’s getting closer and I’ll try to allocate part of my time to Favorites Tabs because yeah, it’s been a while…
     
    tosiabunio likes this.
  21. jsmars

    jsmars

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    Mar 25, 2009
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    Any reason why the plugin loads up fine on one of my PCs and not on the other for the same project? I have different unity ID's on them but that shouldn't make a difference right?

    It worked fine on both until a few days ago. Also it stopped working once, then restarted unity and then it loaded up again, but since then no matter how many times I restart it doesn't show up in the menu. I can't seem to find any log or error message related to it either.

    Awesome plugin, can't use unity without it! Would love to be able to drag and drop items to and from the favorites window though.

    I'm on 2019.4.31f, also tested on 2019.4.24f1 and same issue there.
     
    Last edited: Oct 19, 2021
  22. Flipbookee

    Flipbookee

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    @jsmars, no, the Unity ID doesn't make a difference. Are there any compile errors in the project? I know you said it's the same project, but can you enter the Play mode on both PCs? Unity won't let you enter the Play mode if there are compile errors.

    Other than that, I can't think of what else would break it. But send me the Editor.log and I'll check if I can spot anything suspicious.

    YAY! Thanks so much! :cool:
    Please consider posting a nice review if you haven't done that yet <3

    Do you want to add and remove the items like that? Because the drag-drop action from it is already taken - you can drag out a favorite prefab, for example, and drop it in the scene. Drag to is still free, I think, so yeah, that could be the action for favoriting an item, although the active filters might hide it and you'll wonder where is it now. But I'll think of something, maybe warn and say "it's been added but it's hidden by a filter".
     
  23. jsmars

    jsmars

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    Mar 25, 2009
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    Can't see any mention of flipbook or favorites in the Editor.log, not on the PC where the plugin is working and not the one without. I can send the log in a DM to you to check it out.


    Posted 5 star now :)

    Yeah dragging from works as intended. Would like to be able to drop things there to be added as a favorite using the current views filters. Having to mouseover the star area, right click and then keep track of which color I'm on currently is a bit slower than simply dragging an item into the current tab. I have multiple favorite tab views, and say I'm drag an item into the view showing Red stars only, then I'd like that to be a red star favorite. If it's showing all I guess default to a yellow star.

    Another very helpful suggestion for me would be if you could move out the creation of 'FG_GameObjectGUIDs' from the scene when favoriting things within a scene. This is a bit of a hassle as it changes the scene and gets in the way for other team members when working on the same scene. It would be a lot better if these also were locally kept in a temp file so that they don't affect the actual project files, even if that means that some references may be broken when changed externally.
     
  24. jsmars

    jsmars

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    I finally got it working again! After I tried a bunch of different things that didn't work. I right clicked on all the scripts and chose "Reimport", and magically it loaded up correctly, even after restart. Don't know what changed and I hope it keeps working and that it can help anyone else who finds themselves in this situation.
     
  25. jsmars

    jsmars

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    Also, if you could add support so that favorites aren't deleted if a file disappears for a while. When moving between development branches I often favorite the new items I'm working on, and after switch to another branch and back they will be gone.
     
  26. jsmars

    jsmars

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    Sorry for so many posts but.. Found another bug I've encountered multiple times now is that when dragging items from the favorites tab into the inspector, a different object than the selected one is dragged, likely a wrongful index. Can't say exactly what to do to reproduce, but I'm using a second filtered view (orange star) when I'm getting the error. This is a pretty vital functionality that isn't working at the moment, would be great with a fix! :)
     
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