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[RELEASED] Hierarchy PRO - Auto HighLighter

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

  1. mr_duke

    mr_duke

    Joined:
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    Posts:
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    Hi, yeah, thanks, I'm a bit late, I did not receive an email notification


    please open a "RightClickOnGameObjectMenuRegistrator.cs" and add the "if (go)" line before around 49 line:
    Code (CSharp):
    1. 48: ...
    2. 49: if (adapter.HL_SET.USE_MANUAL_HIGHLIGHTER_MOD || adapter.HL_SET.USE_AUTO_HIGHLIGHTER_MOD || adapter.HL_SET.USE_CUSTOM_PRESETS_MOD)
    3. 50: ...
    4.  
    so it should look like that:
    Code (CSharp):
    1. 48: ...
    2. 49: if (go)
    3. 50:    if (adapter.HL_SET.USE_MANUAL_HIGHLIGHTER_MOD || adapter.HL_SET.USE_AUTO_HIGHLIGHTER_MOD || adapter.HL_SET.USE_CUSTOM_PRESETS_MOD)
    4. 51: ...
    5.  
     
    Last edited: Aug 3, 2020
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  2. MostHated

    MostHated

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    Perfect. That did the job. Thanks!
     
  3. MostHated

    MostHated

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    I noticed that after the update today, my alternating background no longer works and I don't have any sort of child object drawing (the number of objects, the line indicators, etc).

    https://i.imgur.com/50bWEho.gifv
     
  4. mr_duke

    mr_duke

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    A couple of extra wrong lines =)
    just remove in "MainSettingsParams_Fields.cs" :
    Code (CSharp):
    1. 143: ...
    2. 144: if (pluginID == 0 && !p.par_e.USE_PROJECT_SETTINGS) return false;
    3. 145: ...
    and:
    Code (CSharp):
    1. 148: ...
    2. 149: if (pluginID == 0 && !p.par_e.USE_PROJECT_SETTINGS) return;
    3. 150: ...
     
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  5. MostHated

    MostHated

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    Ok, I commented those lines out and it's ok now, thanks. I have been using this asset so long now that without those, I feel lost and naked, lol.
     
  6. mr_duke

    mr_duke

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    The same with me... before I returned doing new update, my workflow looked something like this: I was opening clean unity, feeling naked, was installing the old hierarchy asset, getting tons of bugs and lags, removing it because I saw no way to fix tons of obfuscated mixuped code, was getting upset, when, little later, I was feeling, again, that don't know what my life is without it. Unpacking hierarchy again. Well, ordinary a typical life.
     
    Last edited: Aug 5, 2020
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  7. MostHated

    MostHated

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    I saw an update and noticed it had the word Project in it again and I got excited. Rightfully so! My good friend "alternating colors" for the project window has returned. ✓✓ : D



    There was a small issue trying to install it though. I hit download on the update, it says it's downloaded, I go to import, but it imported the prior version because of the name change. At one point I think there were 4-5 different ones in here before I cleaned them out.

    To install it, I had to manually go into the folder and bring this new one in.



    I am not sure if that is what Unity intends to need to be done, but there is no other way since in the package manager it just shows this below. Before the update was available, it had just "Hierarchy PRO 2x20" and then when it changed it keeps the old one downloaded and adds the new one, but then doesn't install the new one.

     
  8. MostHated

    MostHated

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    *** Edit, it looks like this happens when expanding or collapsing a tree, both in the hierarchy and in the project, the same error comes up each time I open or close a tree as seen here: https://i.imgur.com/heE2DC5.gifv

    Something that is happening today, which didn't happen yesterday (before I did todays update) at least, not that I recall seeing, I am getting this error message:

    [Exception] ArgumentException: An item with the same key has already been added. Key: 1000000012
    System.Collections.Generic.Dictionary`2[TKey,TValue].TryInsert() at _fb001e01371b4adca20013e0ac763896_

    Code (CSharp):
    1. [Exception] ArgumentException: An item with the same key has already been added. Key: 1000000012
    2. System.Collections.Generic.Dictionary`2[TKey,TValue].TryInsert() at <fb001e01371b4adca20013e0ac763896>:0
    3.  
    4. System.Collections.Generic.Dictionary`2[TKey,TValue].Add() at <fb001e01371b4adca20013e0ac763896>:0
    5.  
    6. Enumerable.ToDictionary[TSource,TKey,TElement]() at <351e49e2a5bf4fd6beabb458ce2255f3>:0
    7.  
    8. Enumerable.ToDictionary[TSource,TKey,TElement]() at <351e49e2a5bf4fd6beabb458ce2255f3>:0
    9.  
    10. Cache.ClearHierarchyObjects() at /EMX/HierarchyPro/Editor/Scripts/HelpersScripts/Cache.cs:62
    11. 60:   else
    12. 61:   {
    13. -->62:       m_instanceIdToHierObject = m_instanceIdToHierObject.Values.Where(v => v.pluginID != 0).ToDictionary(k => k.id, v => v);
    14. 63:       Root.p[0].RESET_DRAWSTACK(0);
    15. 64:   }
    16.  
    17. PluginInstance.invoke_onHierarchyChanged() at /EMX/HierarchyPro/Editor/Scripts/PluginInstanceScripts/Events/EditorSubsribtion.cs:131
    18. 129:       if (_OnHierarchyChanged != null) _OnHierarchyChanged();
    19. 130:       //  Cache.ClearAdditionalCache();
    20. -->131:       Cache.ClearHierarchyObjects(false);
    21. 132:   }
    22. 133:   internal void invoke_onPlayModeStateChanged(PlayModeStateChange state)
    23.  
    24. Window.FinalEvents() at /EMX/HierarchyPro/Editor/Scripts/PluginInstanceScripts/WindowReader.cs:114
    25. 112:           //plugin.HeightFixIfDrag();
    26. 113:           lastContentSize = ___ContentSize.y;
    27. -->114:           plugin.invoke_onHierarchyChanged();
    28. 115:       }
    29. 116:   }
    30.  
    31. PluginInstance.gui() at /EMX/HierarchyPro/Editor/Scripts/Root.cs:561
    32. 559:       window.SetHeightAndIndents(this); // WINDOW SET
    33. 560:   }
    34. -->561:   window.FinalEvents(this);
    35. 563:   args[0] = args[1] = 0;
    36.  
    37. PluginInstance.hierarchy_gui() at /EMX/HierarchyPro/Editor/Scripts/Root.cs:481
    38. 479:   {
    39. 480:       pluginID = 0;
    40. -->481:       gui(instanceID, ref selectionRect);
    41. 482:   }
    42. 483:   internal void gui(int instanceID, ref Rect selectionRect)
    43.  
    44. SceneHierarchy.OnRowGUICallback() at <4dfeb7acf9f44dd0adc2a4f68156471c>:0

    I am using a button, which loads a bunch of prefabs into the scene for editing, originally parented under the actual loading object, but then moves them to their correct parent. Somewhere in this process is where that error shows up. The error shows up twice, actually.



    I also have an "Unload" button which unloads all of the objects/deletes the child objects. and the same error comes up two times when removing them.
     
    Last edited: Aug 6, 2020
  9. mr_duke

    mr_duke

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    Thanks a lot! Try this one, if you want.
    There'll be an update tomorrow again, I'll include this fix also

    Edit: I think, you also may to comment Cache.ClearHierarchyObjects(false); in invoke_onHierarchyChanged() method. Think this is an unnecessary line, it used before to clean the borders for highlighter colors, now it everything located in different places
     

    Attached Files:

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  10. MostHated

    MostHated

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    Looks like that took care of it.
     
  11. mr_duke

    mr_duke

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    Hi, I don’t know what’s going on, I click in consle - create a new draft version, i see my new updated asset package, if I publishe it, the new version disappears somewhere, now it should size about 36mb and there should be new documentation, but there is nothing there, although it writes in the console that everything is published.

    Hmm. Key images also, not changed... Writes: all done and published
     
    Last edited: Aug 7, 2020
  12. MostHated

    MostHated

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    I have not published any assets to the store, so I am not sure if it stores them in the same place, but on Windows, they usually are located:

    C:\Users\<YourUser>\AppData\Roaming\Unity\Asset Store-5.x\EM-X

    It might just be an issue with how Unity handles (or doesn't handle?) name changes to the file. I am not sure. : /

    It is not a huge deal to me, I don't mind installing it manually, but some users might not know how and might think there is something wrong when it will not update properly, etc.

    I am not 100% sure, but perhaps if the uploaded .unitypackage file were to always have the same name even if other text in other places was different, the package manager might at least be able to install the right one? Might need to ask Unity themselves on that, though.
     
    Last edited: Aug 7, 2020
  13. mr_duke

    mr_duke

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    I changed names before many times, everything was fine, there were problems with the "|" char but the "+" always worked, from the very beginning as long as I remember, then it was called "Hierarchy Pro +Memory Monitoing"

    I replaced version name from 2x20.h to 2020.10 a moment ago, maybe scripts just do not track changes in the letter, but I'm not sure that they publish it today, tomorrow is a day off -_-
     
  14. MostHated

    MostHated

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    Yeah, I don't recall having this issue in the past, but at the same time, installing was done from the Asset Store page within Unity, then now they made new "improvements" to the package manager, perhaps whatever they have been changing makes it so it does not like the name changes now?

    I believe because I installed the asset and it had X name, then it was changed, I go to install the update, Unity probably kept track of what the old name was now, so it tried to install that again, not taking into account there was now another file because it had a different name instead of overwriting the old unitypackage when the update was downloaded, which it normally would do when you download an update.

    For the time being, perhaps in the notes or changelog or somewhere, you might add something like :

    "If you are having difficulty updating, please go to C:\Users\<YourUser>\AppData\Roaming\Unity\Asset Store-5.x\EM-X\Editor ExtensionsUtilities\ and delete the old files, download the update once more, then import and things should work as intended"
     
  15. mr_duke

    mr_duke

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    Yes, but unfortunately, the unity automatically creates a name for the package( and I cannot name the assetstore page Hierercy Pro + Project Org and publish the package with the name HierarchyPro. I will hope that the problem is in the version name:) just wait until monday... it, so...
     
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  16. MostHated

    MostHated

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    Looks like I broke something again, lol. I went to move the EMX folder to a subfolder (Standard Assets folder is where I put most all 3rd party assets that I can) and now I get this every time I move the mouse within the hierarchy window.

    Code (CSharp):
    1. [Exception] Exception: Cache not finilizing
    2. ComponentsIcons_Mod.prepare_hierarchy_draw() at /Standard /EMX/HierarchyPro/Editor/Scripts/ModsScripts/Hierarchy Mods/ComponentsIconsMod/CompIconsMod_Main.cs:204
    3. 203:       if (CURRENT_STACK != null) throw new Exception("Cache not finilizing");
    4. -->204:   }
    5. 206:   bool DMI;
    6.  
    Code (CSharp):
    1. [Exception] Exception: Cache not finilizing
    2. ComponentsIcons_Mod.prepare_hierarchy_draw() at /Standard /EMX/HierarchyPro/Editor/Scripts/ModsScripts/Hierarchy Mods/ComponentsIconsMod/CompIconsMod_Main.cs:204
    3. 203:       if (CURRENT_STACK != null) throw new Exception("Cache not finilizing");
    4. -->204:   }
    5. 206:   bool DMI;
    6.  
    7. PluginInstance.gui() at /Standard /EMX/HierarchyPro/Editor/Scripts/Root.cs:707
    8. 705:   //  lineRect.x = lineRect.y = 0;
    9. 706:   //OnGUI();
    10. -->707:   if (g[pluginID].BuildedOnGUI_middle != null && EVENT.type != EventType.Layout) g[pluginID].BuildedOnGUI_middle();
    11. 708:   if (g[pluginID].BuildedOnGUI_middle_plusLayout != null) g[pluginID].BuildedOnGUI_middle_plusLayout();
    12. 709:   // GUI.EndClip();
    13.  
    14. PluginInstance.hierarchy_gui() at /Standard /EMX/HierarchyPro/Editor/Scripts/Root.cs:481
    15. 479:   {
    16. 480:       pluginID = 0;
    17. -->481:       gui(instanceID, ref selectionRect);
    18. 482:   }
    19. 483:   internal void gui(int instanceID, ref Rect selectionRect)
    20.  
    21. SceneHierarchy.OnRowGUICallback() at <4dfeb7acf9f44dd0adc2a4f68156471c>:0
    22.  
    23. TreeViewController.DoItemGUI() at <4dfeb7acf9f44dd0adc2a4f68156471c>:0
    24.  
    25. TreeViewController.IterateVisibleItems() at <4dfeb7acf9f44dd0adc2a4f68156471c>:0
    26.  
    27. TreeViewController.OnGUI() at <4dfeb7acf9f44dd0adc2a4f68156471c>:0
    28.  
    29. SceneHierarchy.DoTreeView() at <4dfeb7acf9f44dd0adc2a4f68156471c>:0
    30.  
    31. SceneHierarchy.OnGUI() at <4dfeb7acf9f44dd0adc2a4f68156471c>:0
    32.  
    33. SceneHierarchyWindow.DoSceneHierarchy() at <4dfeb7acf9f44dd0adc2a4f68156471c>:0
    34.  
    35. SceneHierarchyWindow.OnGUI() at <4dfeb7acf9f44dd0adc2a4f68156471c>:0
    36.  
    37. HostView.InvokeOnGUI() at <4dfeb7acf9f44dd0adc2a4f68156471c>:0
    38.  
     
  17. mr_duke

    mr_duke

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    Yes, I fixed this bug. Hope It will awaliable tomorrow.

    Try to rename EMX.HierarchyUltra.Editor.asmdef to EMX.HierarchyPro.Editor.asmdef
    and EMX.HierarchyUltra.Runtime.asmdef to EMX.HierarchyPro.Runtime.asmdef
    if this does not help, I may try to drop the folders manager script
     
  18. MostHated

    MostHated

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    It's not a huge deal, I was trying to clean up my root Assets folder to not have so many random folders in there, but it looks like it automatically makes a new EMX folder structure for the _SAVED_DATA and some other stuff so I just put it back where it was in the root folder so that there didn't have to be two of them.
     
  19. mr_duke

    mr_duke

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    Hi:) I think a relatively stable patch will be available tomorrow, I also found a bug with the package manager, the point is upm requires the 3 numbers, so it should be 2020.11.0 for now. Anyway, now fixing bugs is not as big a problem as it was in previous versions

    This is a changes list [16.08.2020] 2020.11.0:
    • -added support for package manager
    • -highlighter 1 pixel height moved to at the top of the line
    • -fixed bookmars exception on unity open
    • -fixed closing search window
    • -fixed selection issues for search and bookmarks or selection history
    • -fixed some offset labels issues for 2019.2
    • -fixed width manipulators for right mods
    • -fixed buttons dragging for bookmarks
    • -fixed snap for triggered objects
    • -fixed snap bounds offset calculatioin
    • -fixed columns draggin delay for right mods
    • -fixed prefabs labels size for highlighter
    • -fixed gameobjects fonts size for different window
    • -fixed presets manager for empty data and missing coimponents
    • -fixed presets manager for arrays
    • -fixed icons for project bookmarks
     
    Last edited: Aug 16, 2020
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  20. MostHated

    MostHated

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    Awesome, great news! Though, one small thing, 16.07.2020 was last month. :p
     
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  21. nadhimali

    nadhimali

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    this asset keeps locking my objects, I removed it and now cant edit anything
    All my assets remained locked even after uninstall
    it is like a cancer
    waste of money and a project destroyer
     
  22. MostHated

    MostHated

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    I have never seen or heard of it doing that? What do you mean locking them?
     
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  23. nadhimali

    nadhimali

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    It locks my objects and shows the lock icon every time I change positions
    when I removed the plugin, all object kept locked and can't be adjusted

    I deleted all library files and all files related to it
    still locked

    re-install and unlock all
    then disable the asset and removed it from the options available
    locked again

    upload_2020-8-20_3-39-56.png


    upload_2020-8-20_3-41-24.png

    I don't want this asset
    I just want my 1 year project back
     
  24. nadhimali

    nadhimali

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    I have a message in the console

    upload_2020-8-20_3-44-33.png
     
  25. MostHated

    MostHated

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    It's probably just something silly, I am sure the developer will be able to get it taken care of. I have used this asset for about 2 years and never really had much issue and I use it in every single project I have ever started, so it is strange to see an issue that persists even after removing it, though I only ever make minor adjustments to the defaults and use the enable/disable function that it adds.
     
  26. nadhimali

    nadhimali

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    It also gives strange messages about things not exists like

    The referenced script on this Behaviour (Game Object 'DescriptionHelperObject') is missing!
    The referenced script (Unknown) on this Behaviour is missing!

    Using explorer to search for this object gives nothing also

    I think he used hidden flags or dll
     
  27. mr_duke

    mr_duke

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    It seems you have an old version, either had or have. This new Hierarchy pro version doesn't create and doesnt't include any dlls or hidden objects, new version uses external folder mode by default, there'is a nicest new api class GlobalObjectID since 2019.2 :)

    Have you used hierarchy before? Problems began after the upgrade?

    As for hidden flags, it's not serialized and should be reset after restarting, anyway, if you are not used freeze mod, probably it doesn't related to the hierarchy pro asset, as for missed hidden objects, seems you used the old version of the hierarchy, old version has an opportunity to choose between saving data in the scene or in an external folder, you have enabled saving in the scene, so, what you can do:

    variant 1 - you can add this script
    variant 2 - to return to the old version turn off object hide flags for descriptions:
    https://emem.store/wiki?=Hierarchy&Other&Cache and Data Storage

    variant 3- to return to the old version and use the manager


    variant 4 - return to the old versiont and do not upgrade the hierarchy for current project


    Edit: also if suddenly freezing is associated with an any hierarchy issue, you can turn on the freezing module and select this menu item:

    I'll check the freezee mod for any bugs for a next update
     
    Last edited: Aug 21, 2020
  28. nadhimali

    nadhimali

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    I did all the steps you mentioned. Not working.

    As far as the asset installed the objects can be unlocked and things back to normal,
    when I move an object (childs only) , it gets locked sometimes without my command, If i go to check locked objects from the list I found that many child objects get locked without even touching them.

    I did all the steps above to unlock, clear cache, scans, and remove the whole asset, but after uninstalling it locked some childs again and now I have no way to unlock them.

    The only workaround is to create a prefab from the father and delete the old father to get them unlocked

    I will buy your new asset
    Hierarchy PRO 2x20 + Project Window Highlighter + Additional Tools
    but so hesitant to get more issues
     
  29. mr_duke

    mr_duke

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    Hmm... these were 4 ways solve the problem with the hidden description object for old hierarchy asset, I hoped the locking problem will resolve itself, but, if not, I can suggest trying this script (of course I would recommend to make a backup, but sort of HideFlags should not be saved but, it's much safer, but in any case, I think we can solve this problem) :

    Code (CSharp):
    1. using UnityEngine;
    2. using System.Collections;
    3. using UnityEditor;
    4.  
    5. public class FixHierarchyPro
    6. {
    7.     [MenuItem("Tools/FixHierarchyPro/Unlock All Objects In Scene")]
    8.     static void Init()
    9.     {
    10.         foreach (var item in Resources.FindObjectsOfTypeAll<Transform>())
    11.         {
    12.             if (!item.gameObject.scene.IsValid()) continue;
    13.             if ((item.hideFlags & HideFlags.NotEditable) != 0) item.hideFlags = item.hideFlags & ~HideFlags.NotEditable;
    14.             if ((item.gameObject.hideFlags & HideFlags.NotEditable) != 0) item.gameObject.hideFlags = item.gameObject.hideFlags & ~HideFlags.NotEditable;
    15.         }
    16.     }
    17. }
    18.  
     
    Last edited: Aug 23, 2020
  30. nadhimali

    nadhimali

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    Thank you for the support.
    I will try this script
    Maybe it is an isolated case with me due to some unknown reason related to my project.
    I will Upgrade to the new version of the asset
     
  31. mr_duke

    mr_duke

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    The update will probably not solve the locking problem, because I really don't know why this happened, the script should most likely help.
     
  32. MostHated

    MostHated

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    Hey there, I was wondering if it's possible to specify an object type for exclusion from using the Hierarchy Components Mod? I have objects which are used as "Headers" for my hierarchy which have a "HierarchyFolderObject" class on them.



    I would like for the Components Mod to display on all items *except* for the ones that have the HierarchyFolderObject on them. Is there some way to accomplish this?

    Thanks,
    -MH
     
    Last edited: Sep 2, 2020
  33. adndima

    adndima

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    I used to work with grouping objects using the hotkeys Ctrl + G, but now I can't find such a function. I am using unity 2020.1.2
     
  34. mr_duke

    mr_duke

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    Hey, how do you think, what is the best way to exclude gameObjects by unique id? or maybe by name? or with a specific mono component?

    Hello, please try to right click on the game object upload_2020-9-3_8-19-31.png
    Yeah, now it is called RightClick Menu:
    upload_2020-9-3_8-27-19.png
     
    Last edited: Sep 3, 2020
  35. MostHated

    MostHated

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    I suppose in my case, there are really only two ways in which it would work fairly easily. As you mentioned, either checking the name for a prefix string, or checking for the gameobject containing a specific component.

    The ones I do not want to show only have one component on then, but also, they all start with a prefix of "---". You can see the name below of the top scene header object. I have one system that looks for that prefix and that is what actually draws the header color that you see, and then the name of the object is what shows as the header title. The actual script on the object takes any child objects and flattens their hierarchy during build or playmode, so as not to have extra parent/child relationships in the hierarchy for objects that you simply want to use as organizational objects.



    Either way would be perfectly fine with me, whatever you feel might be or easiest to implement.
     
    Last edited: Sep 4, 2020
  36. mr_duke

    mr_duke

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    I get it, okay
    you can find 'HierarchyPro\Editor\Scripts\ModsScripts\Hierarchy Mods\ComponentsIconsMod\CompIconsMod_Main.cs' find about 221 line, it should look somthing like that:

    Code (CSharp):
    1.   if (!DCI && !DDI && !DMI)
    2.    {
    3.        END_DRAW(adapter.o);
    4.        return;
    5.   }
    and you can add name checking for you case, if you want to
    Code (CSharp):
    1.   if (!DCI && !DDI && !DMI || adapter.o.name.StartWith("---"))
    2.   {
    3.        END_DRAW(adapter.o);
    4.        return;
    5.   }
    I'll add somewhere settings in the next update, yeah, titles are particularly fine ^^
     
    MostHated likes this.
  37. MostHated

    MostHated

    Joined:
    Nov 29, 2015
    Posts:
    1,048
    This worked just as expected. Thanks for the help!
     
  38. oxysofts

    oxysofts

    Joined:
    Dec 17, 2015
    Posts:
    93
    Bravo on the new version, HUGE step up. The new settings page are much better organized! I love the bookmark panel, especially the 'deep' option with choosing file types. Do you think it would be possible to make the bookmark tree navigable with keyboard arrows? Mouse only is bad for hand pain! Also option to auto-expand/collapse when item is clicked or double-clicked. Cheers! One of the best productivity plugin for Unity!

    I have an idea as well for the hierarchy: replace the prefab icon for objects in the hierarchy (prefab/box icon on the left? this one text can be left blue for prefabs) with the icon of the main component. For example, if object has a CinemachineVirtualCamera, the icon of cinemachine virtual camera is used instead of the box icon. The components to match would be in a list configurable by the user. This would be less clutter than the current option to show all icons on the right bar, and better for quickly understanding type of the object.
     
    Last edited: Sep 5, 2020
  39. mr_duke

    mr_duke

    Joined:
    Jul 19, 2013
    Posts:
    144
    Thank you for the ideas, that's very helpful. I've still got a one suggestion to add ability to append little text at the right of the gameobjects name for auto highlighter, it's also a great idea, But I haven't added it yet, so there were many other problems and so on =)

    and that about the double clicking,
    if the expand needs in the hierarchy window, in the main settings you can turn it on, this is called a 'double click', and sorry for delay, had pc upgrage, forgot to open the mail, and enable nottifications...
     
    oxysofts likes this.
  40. 00christian00

    00christian00

    Joined:
    Jul 22, 2012
    Posts:
    907
    Old Hierarchy Pro customer, I just upgraded to the latest version and noticed the bookmarks disappeared but the feature is still present in the extended version.
    Did I just got downgraded to the equivalent of the old hierarchy free/lite?
    I will upgrade to extended if it mean it will get supported for a long time, but I think it should have been handled differently, it is never nice to get a downgrade.
    Maybe call the extended Hierarchy 3 and leave the old pro discontinued?
    Even the description and video of the extended is the one of the old pro.
     
  41. 00christian00

    00christian00

    Joined:
    Jul 22, 2012
    Posts:
    907
    Well I understand that it's a complex asset and may require a lot of effort to maintain, so for me it is fine if he does ask for more money, it is well worth the 8 usd I paid to upgrade to the extended version.
    What is ugly is upgrading and see that you have actually been downgraded, the old version still works quite well in Unity 2019.4( and maybe 2020.1 if I recall) so there is no point in an upgrade which remove features, should have simply discontinued that.
     
  42. mr_duke

    mr_duke

    Joined:
    Jul 19, 2013
    Posts:
    144
    Yeah man, Im sorry I accidentally removed the old hierarchy zip for this version from the editor folder, I sent the update for verification, old version will locate here "Editor/HierarchyProOldVersion/HierarchyProOldVersion.zip"

    No, no, no, no, it's new video new asset, I've kept only tips old images. Every new 2017 2018 2019 unity update was destroying integration of hierarchy once worked great on 5.6, and it also have given rise to many bugs every new update. So just I cannot fix old version for 2020 and I decided to redesign asset. It is not necessary to buy the new extended version, it may differ slightly from the old version, so you can just use HierarchyProOldVersion.zip until it stops working at all

    Say
    ... Has a nice ring :) I never even knew it
     
  43. 00christian00

    00christian00

    Joined:
    Jul 22, 2012
    Posts:
    907
    Don't worry, like I said I don't mind paying for the new extended version and in fact I already bought it, since it's one of my most useful assets so no biggie it's just the surprise of the downgrade that caught me off guard.
    Would it be possible to add a back and forward feature of the project window selection, I saw you are working on some mod for that with the new version.
    I bought an asset that do that and it works mostly fine, but it steal the game focus on play so it's mildly annoying.
     
    mr_duke likes this.
  44. mr_duke

    mr_duke

    Joined:
    Jul 19, 2013
    Posts:
    144
    Hmmm yes, seems such function presented in the old version =) the new - unfortunately no ))) I thought people weren't using the extension for the project, but I was told that the extensions for the project were so popular that I returned back almost all the project features
     
  45. AGregori

    AGregori

    Joined:
    Dec 11, 2014
    Posts:
    421
    I appreciate it, thanks. :p
    On a more serious note, I was referring to your deprecation of all previous assets which made them suddenly unsupported.
    But I'm also a supporter and will continue to buy your unique stuff.
     
    mr_duke likes this.
  46. 00christian00

    00christian00

    Joined:
    Jul 22, 2012
    Posts:
    907
    @mr_duke
    The new layout quick buttons seems very useful, but don't play well with multiple monitors/windows.
    It seem to restore only the main window. I tried moving the second monitor window on the first monitor undocked, and on restore of the layout it combined both windows in a single one, so there are multiple issues.
    I'm using the latest 2019.4 LTS.
    There is an error on the console : "failed to destroy editor windows".
     
  47. mr_duke

    mr_duke

    Joined:
    Jul 19, 2013
    Posts:
    144
    Much obliged, thanks!
     
    00christian00 likes this.
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