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[RELEASED] ReUniter - better search for Unity

Discussion in 'Assets and Asset Store' started by vividhelix, Jan 29, 2015.

  1. vividhelix

    vividhelix

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    If you've ever been annoyed by the default search in Unity's Hierarchy and Project windows, and wished you could go back to items you've previously selected, you should take a look at this: https://www.assetstore.unity3d.com/en/#!/content/28691.

    It's (obviously) inspired by ReSharper's code navigation. If you prefer less mouse-centric environments, this asset has been designed to allow easy one-handed (well, left-handed) operation.

    Suggestions are very welcome.
     
  2. Play_Edu

    Play_Edu

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    nice 1
     
  3. vividhelix

    vividhelix

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    I was surprised by the reception and sales of the first version, so thank you all!

    Just released version 1.1, including highlight-only mode and repositioning the window. Asset now works on Unity 4.5+, both Free and Pro. Just tested it in Unity 5 and works there too.

    Demo video is here.

    As usual, feedback is appreciated.
     
  4. vividhelix

    vividhelix

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    The newly approved 1.3 version contains some significant changes, including type search.

    For example, search for ":material blue" for all materials with blue in their name (or ":ma blue" or anything in between). True fuzzy search/ranking, some UI candy (file icons), performance improvements and so on.

    Here's a new demo video. Asset page is here.
     
  5. vividhelix

    vividhelix

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  6. Jay-Pavlina

    Jay-Pavlina

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    This asset is awesome. Why doesn't it show a folder icon for folders in search?
     
  7. vividhelix

    vividhelix

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    I can look into that, currently the icon is determined based on the extension, operating on a string parameter. I think the extra lookup to see if it's a folder or a file shouldn't be too expensive to do. In a way, a folder named "blah.mp3" will have the audio icon which is technically incorrect.

    I've added this to the feature list, but if you want to dig in yourself see the GetIconForFile method in ReUniterWindow.cs.
     
  8. Jay-Pavlina

    Jay-Pavlina

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    Have you ever tested it with multiple monitors? The search box shows up in between monitors instead of in the middle of one of them, so it's kind of hard to read.
     
  9. vividhelix

    vividhelix

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    I haven't tested on multiple monitors but there's a less obvious feature that lets you set the position of the window - Tools->ReUniter->Change Window Location.
     
    Jay-Pavlina likes this.
  10. dreasgrech

    dreasgrech

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    I have imported the package under Unity 5.2.0f3 and I'm getting two compile time errors:
    For now, I've temporarily commented out those two lines and it seems to work, but I'm not sure about the side effects.
     
  11. vividhelix

    vividhelix

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    Commenting those lines is safe. They just force the cursor to the end of the text field. I noticed this two days ago and have been running it like that since then. I've had a request to allow moving around the text field so I think I'll leave it like this anyway. I'll post here once I submit the package with this fix and it gets approved. It may take a while since the approval process take a few days (sometimes up to 5).

    Hope you're enjoying it otherwise. Feedback always welcome!
     
    dreasgrech likes this.
  12. vividhelix

    vividhelix

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    I just submitted the fixed version to the asset store, it should take a few days to get approved but I think most likely this week.
     
    dreasgrech likes this.
  13. sxa

    sxa

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    Found the newest version (ie 1.5) was throwing a set of errors in Unity 5.2

    Assets/ReUniter/Editor/ReUniterWindow.cs(99,74): error CS0246: The type or namespace name `AudioMixer' could not be found. Are you missing a using directive or an assembly reference?


    Easy enough to track, its because of this in ReUniterWindow.cs

    Code (csharp):
    1. using UnityEngine;
    2. #if (UNITY_5_0)
    3. using UnityEngine.Audio;
    4.  
    .
    .
    .
    #if (UNITY_5_0 || UNITY_5_1 || UNITY_5_2)
    new BuiltInAssetType("AudioMixer", typeof(AudioMixer)),
    #endif
    [/code]

    Basically the first #if needs to be the same as the first one.

    Personally, I suspect there's an inherent risk in having multiple-version dependencies sprinkled through code like this. I'd wonder if something like this might save some nasties....

    Code (csharp):
    1.  
    2. #if (UNITY_5_0 || UNITY_5_1 || UNITY_5_2)
    3.    #define UNITY5_AND_OVER
    4. #endif
    5.  
    6. #if (UNITY5_AND_OVER)
    7. using UnityEngine.Audio;
    8. .
    9. .
    10. .
    11. #if (UNITY5_AND_OVER)
    12.   new BuiltInAssetType("AudioMixer",  typeof(AudioMixer)),
    13. #endif
    14.  
    )
     
  14. vividhelix

    vividhelix

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    You're right. I'll fix that soon and submit a new version.
     
  15. Brainswitch

    Brainswitch

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    You can use #if UNITY_5 instead of defining your own UNITY5_AND_OVER (a quite recent addition, in earlier versions of Unity you needed to use UNITY_4_5_3 || UNITY_4_6 etc)
     
  16. vividhelix

    vividhelix

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  17. vividhelix

    vividhelix

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    I just submitted the fix to that silly bug, but it will be a few days until it gets approved. For now it's safe to just comment that line out, I imagine most people don't search for AudioMixer's much.
     
  18. vividhelix

    vividhelix

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    For anyone waiting for this, the latest (1.6) package has been approved: http://u3d.as/bhq.

    Enjoy!
     
  19. sfjohansson

    sfjohansson

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    Looks like an awesome little add on...just picked it up on the level 11sale and it does not seem to work out of the box here...I'm using a mac... Command+G lunches another window...so is there any way to configure hotkeys?

    I love the shift double tap for searches that I use in my intelliJ/consulo :)
     
  20. vividhelix

    vividhelix

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    Hey @sfjohansson,

    Look for something like this [MenuItem("Tools/ReUniter/Go To Game Object %g")] in ReUniterWindow.cs. Look at this to figure out what to put there instead of "%g" for the shortcut: https://docs.unity3d.com/ScriptReference/MenuItem.html.

    Unfortunately I don't know if double shift would work easily, I think that requires a script to be running Update loops and listen for key presses. Also weird since those loops are far less frequent in the editor as far as I know.

    Hope this helps!
     
  21. Froghuto

    Froghuto

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    I can't seem to find the info anywhere, does this tool support drag&drop of items from the search window?
     
  22. vividhelix

    vividhelix

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    Hi there,
    No, that's not something that's supported or planned to add in the near future. If you use recent selections that works really well with locking the inspector (really easy to do that via a shortcut as well).
     
  23. luispedrofonseca

    luispedrofonseca

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    @vividhelix Just bought your plugin. Great work! Is there a way to open a scene after finding it? At the moment it's simply selecting the scene file on the project window, but I'd like to open it afterwards without having to click it.
     
  24. vividhelix

    vividhelix

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    Yes! Using Ctrl-Enter when an item is highlighted will open/execute it. Doing that on a scene will open the scene. Doing it on a .cs file will bring up your code editor with that file. Read through the readme.txt file for more ideas on how to use it. Enjoy!
     
    luispedrofonseca likes this.