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[UPDATE] Project View Enhanced

Discussion in 'Assets and Asset Store' started by Walley7, Aug 25, 2021.

  1. Walley7

    Walley7

    Joined:
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    Hi all!

    Project view enhanced is now available on the asset store. I've spent the first half of this year building it so I'm very proud to now see it in the open.

    Asset store link (including quick start guide and manual): https://assetstore.unity.com/packages/tools/gui/project-view-enhanced-199685

    So, what does it do? It's a set of customizable enhancements for the project view in the editor, including some not available anywhere else (in bold):
    • Custom folder icons.
    • Custom folder backgrounds.
    • Color and style folder labels.
    • Asset sorting - sort and group assets by type or by name - this is great for keeping common asset types together (and is the reason I created this asset, to make my own projects easier to manage).
    • Detail columns - file size, asset type, modify date, and so on.
    • Row shading.
    • Easy to use with various convenience functions - for example you can automatically have label colors selected which match with any of the custom icons, saving you the trouble of tediously looking up RGB values.
    I've been using it in my own projects for the last couple of months while waiting for asset store approval and am very happy with the results. Hopefully it can prove of value to others too!

    Any feedback and suggestions are also more than welcome. And if there's enough interest I'll look at creating an initial discount so that you guys can get it at half price.
     

    Attached Files:

    Last edited: Sep 8, 2021
    Deleted User likes this.
  2. Walley7

    Walley7

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    Version 1.0.1 released - fixes a bug where updating an existing style via the popup dialog would not correctly save to disk.

    On sale for October - 50% off.

    To all those who have purchased the asset so far - my sincere thanks! I hope it's serving you well.
     
  3. yifanchu183

    yifanchu183

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    don't know why its not effect on 2020.3.3f, is there any other setting before set folder style?
     
  4. diodedreams

    diodedreams

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    I'm experiencing an issue in Unity 2020.3.19f1 LTS, while using Perforce version control.

    Only while the project is under version control, setting a folder style of any type (icon/forecolor/background) sets the selected folder's style, but it hides that folder's contents, as well as, all sibling folders and all other folders in the project hierarchy, which usually appear below it (see attached image).

    Removing the folder style returns the project view's structure back to normal.

    I tested PVE on a project not under version control, and it functioned properly. Any ideas?
     

    Attached Files:

  5. Walley7

    Walley7

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    Hi Aaron - thanks for the feedback.

    I'll setup a project on my end with Perforce and see what I can uncover. You'll hear from me once I know more.
     
  6. Walley7

    Walley7

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    I've justed tested version 1.0.1 of the asset with both Unity 2020.3.3f and 2020.3.20f - seems to be working in both scenarios. There no other steps required beyond setting the style.

    Are there any errors in your console or other symptoms that might provide a clue?
     
  7. Walley7

    Walley7

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    I've managed to replicate and resolve the issue. I'll submit an update to the store - you may have to wait a few days for Unity to review it before it will be available to you (version 1.0.2).

    upload_2021-10-14_20-48-51.png
     
  8. Walley7

    Walley7

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    Updated version is available on the store now.
     
  9. diodedreams

    diodedreams

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    Thanks for fixing the issue, Walley. This is a really useful asset! The other I was using for the past year - RainbowFolders - is not as feature-rich and doesn't support Version Control. Keep up the good work!
     
    Walley7 likes this.
  10. JohnnyFactor

    JohnnyFactor

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    My reason to get this asset was to replace the "empty" folder icon Unity uses. I was hoping to replace all folder icons with the built-in default dark/light folder icon but the "Colours" icons are just pastels.

    Could you add the default folder icons as a choice so we can do a basic override?

    EDIT: Adding a Black folder and a White folder would work too.
     
    Last edited: Oct 29, 2021
  11. JohnnyFactor

    JohnnyFactor

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    I would also like to request a new column of "File Extension". The "Asset Type" column can make crazy long names but all I need to see is the extension.
     
    diodedreams likes this.
  12. Walley7

    Walley7

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    Hi Johhny, happy to look at adding both of the features you've asked for.

    For the first one about built in folder icons, I don't 100% follow - could you show me what you have in mind? I have a sneaking suspicion that light folders on light background and dark folders on dark background might not be very visible, but I could be misunderstanding you.

    Thanks for the feedback by the way!
     
  13. JohnnyFactor

    JohnnyFactor

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    What I'm really after is more colours, like the image below (full CGA palette + the two default colours). The dark grey folder is ideal for me because it will replace all the open/closed/outlined folder icons that I'm trying to get rid of, without actually changing the colour.

    colours.jpg
     
  14. diodedreams

    diodedreams

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    As a previous RainbowFolders user, I personally miss the shades of dark/"transparent" folders in PVE, which served to minimize/de-emphasize certain folders while helping colored folders stand out more.
     
  15. Walley7

    Walley7

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    Opted to add support for both ideas. Next version will include a File Extension column option, and the below extra colours will be available (including the default light/dark folders and shades of grey).

    PVE new colours.png
     
    diodedreams and JohnnyFactor like this.
  16. diodedreams

    diodedreams

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    That's great, @Walley7, you're really on top of it!

    The only other feature I wish existed is the ability to add my own custom icons to any colored folder style.

    You might then offer a `Custom` sidebar filter option to isolate only those custom-created icons.

    Since it's a closed DLL, maybe offer some kind of external configuration file that end-users could create themselves, to store/edit their Custom list, which could be merged alongside the default set of folders and icons that you provide.

    Alternately, perhaps decoupling the icons from the colored folders, altogether, would offer the most flexibility. In other words, a user could select a folder color, and separately add either a default or custom icon to create a reusable folder style.
     
    Last edited: Nov 1, 2021
  17. Walley7

    Walley7

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    Just doing my part to look after the people who like the asset :).

    I intentionally left custom icons out of the asset as I knew they'd be a bit of a headache to implement and I wasn't confident in how much use people would get out of it (i.e. a lot of development effort for what felt like minimal gains). I may re-think that position if I get the sense that it's a common request.

    The thing I currently need to address is that I've discovered the sorting functionality is quite slow on folders with a lot of assets (e.g. a folder with 7000+ tiles in it). I'm a little hamstrung by the unity API (all the slowdown is coming from AssetDatabase.GetAssetPath, which is the only way I know of to get from asset instance id to full filename + extension), so I think I need to put some kind of caching in place, or worst case scenario, an option to turn sorting off for folders where there's more than 1000 assets or so.
     
  18. JohnnyFactor

    JohnnyFactor

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    Just installed 1.0.3 now and found the light/dark folders are not the same as the built-in light/dark. The dark is considerably lighter and the light is lighter too. There's also a shadow/alpha problem on the dark folder.

    dark.jpg light.jpg

    I also noticed the extension column is all UPPERCASE. It should be lowercase to conform to standard Unity conventions. If you look in a Unity project directory, every file in there is lowercase. Even better, make it the same case as the actual file. This becomes more than cosmetic on a Linux system where you can have two identical files with different extension cases.

    Extension column is also truncating to 3 character width. For example ".controller" is being truncated to "CO..." and "bytes" is being truncated to "BY..."

    I bring this up because I already have an asset that has a great file extension display. It can even display as part of the filename, like a real OS. The problem is it was abandoned 5 years ago and it will eventually break. I was really hoping to replace it with your asset.
     
  19. KD_W

    KD_W

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    Hi is there a way to show diffferent file thumbnail size in different folders? Really love the asset BTW.
     
  20. Walley7

    Walley7

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    Hey KD - I don't entirely follow what you mean - could you elaborate?
     
  21. Walley7

    Walley7

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    I'll check the icons out, thought I got them right but I might have missed something.

    [Edit]: I think there might some confusion around the dark/light folders - the "light" icon is suitable to the dark theme - and the "dark" icon is suitable to the light theme - it felt strange to call an icon that looks dark "light" and vice versa, hence I named them this way. I think I'll reverse it though as I can see how it's confusing.

    I think the extension changes you've suggested make sense, I'll get them in as well.
     
    Last edited: Nov 16, 2021
  22. KD_W

    KD_W

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    Screenshot 2021-11-16 184424.png Screenshot 2021-11-16 184453.png
    For example, "Textures" folder always show large icons, "Scirpts" folder alway show small icon.
     
  23. Walley7

    Walley7

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  24. JohnnyFactor

    JohnnyFactor

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    To be honest I didn't look at the names so I don't know what they're called but the light/dark icons don't make any sense unless they are the exact default dark grey/light grey colors. Their only purpose is to replicate the default colors. You can basically consider them "no color".

    Put another way: I don't want to change any folder colors. I just want to remove the various folder icons that Unity forced on me and using an icon that is the exact same shade of grey as the default icon achieves this goal.

    folder_icons.jpg
     
  25. Walley7

    Walley7

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    Which platform are you on, and can you show me the folder styles for the ones that look incorrect?

    My confusion is because on my end on the latest versions of unity, the icons looks correct, as you can see here (the shadow issue did exist, but I've fixed that on my local copy last night):
    upload_2021-11-17_8-35-58.png
    upload_2021-11-17_8-35-49.png

    Using these two icons:
    upload_2021-11-17_8-36-8.png
     
  26. JohnnyFactor

    JohnnyFactor

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    The screenshots you provided make it clear where the issue is. The project the asset was authored and compiled in is set to Gamma Color Space. I don't know why it's baked into the dll but I would guess Unity is not treating them like image assets so they retain their original color space and don't convert on the fly like normal image assets do.

    You can easily test this by importing the asset into a blank project and changing back and forth between Linear and Gamma (Project Settings --> Player --> Other Settings --> Color Space). You will see the icons change dramatically, as the image below shows.

    I don't know what the solution is. Linear is the proper color space to work in but some people still work in Gamma, especially since Unity sets Gamma as default (which is terrible but that's a whole other thread). I'm looking into this to see if it's a bug or if there's an official way to deal with this.

    (Gamma) (Linear)
    test.jpg
     
  27. Walley7

    Walley7

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    Good find. Turns out to be an easy fix - the icons are stored as base64 strings and converted to textures at runtime, and Texture2D has a helpful argument to control whether it's in linear or gamma color space. Just tested it now and if I set it according to the active color space it resolves the problem.

    I'll put it in the next patch.
     
    Last edited: Nov 17, 2021
    JohnnyFactor likes this.
  28. Walley7

    Walley7

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    1.0.4 is available for download now. When you change the color space keep in mind that you may need to re-open the project before the textures update correctly.

    Also I noticed they seem to have moved the color space option in 2021.2 - not sure where it's toggled in this version.
     
  29. MadLeds

    MadLeds

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    Hi, this tool looks very useful. Before buying, I have a couple questions:
    • Does it officially support the current LTS (2020.3) version?
    • Does it support one column layout for the project window? All the showcases seem to be in two column layout.
     
  30. Walley7

    Walley7

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    Hi MadLeds - yes to both. I've tested from 2019 versions and up.

    If you run into any issues let me know.
     
  31. Walley7

    Walley7

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    Hi all!

    A few people have come to me about compatibility issues with 2019.4. I've confirmed that this is the case - Unity made some significant structural changes between 2019 and 2020, splitting a number of the core editor libraries out into independent DLLs.

    I've done what I can to add backwards compatibility to the next version (1.0.5), to the point that everything should work - however you may run into minor 'kinks'. For example - you'll probably see an error message the first time you add it to a 2019 project, along the lines of "Unable to find assembly UnityEditor.CoreModule" - everything should work fine though, and this error message only seems to show once.

    Therefore I'd recommend upgrading to 2020+ if it's practical to do so.

    upload_2021-12-19_13-45-51.png
     
  32. Epineurien

    Epineurien

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    Hello, I bought this for my latest project but the Project Explorer's right part doesn't work anymore. Left part still does (and damn, being able to color folders make finding stuff faster in big projects), but clicking anywhere in the right part doesn't select anything and instead throw the following error:
    Code (CSharp):
    1. TargetException: Non-static field requires a target
    2. System.Reflection.RuntimeFieldInfo.GetValue (System.Object obj) (at <7b5f9a2f7db343a4ab54846ed680277b>:0)
    3. WaresoftEditor.ProjectViewEnhanced.ProjectBrowserWrapper.ItemGroup (UnityEditor.EditorWindow browser) (at <5e4f813d343a4b51881e729d070c2f32>:0)
    4. WaresoftEditor.ProjectViewEnhanced.ProjectBrowserWrapper.ItemHierarchy (UnityEditor.EditorWindow browser) (at <5e4f813d343a4b51881e729d070c2f32>:0)
    5. WaresoftEditor.ProjectViewEnhanced.ProjectBrowserWrapper.VisibleItems (UnityEditor.EditorWindow browser) (at <5e4f813d343a4b51881e729d070c2f32>:0)
    6. WaresoftEditor.ProjectViewEnhanced.PVE.SortItemView (UnityEditor.EditorWindow browser, System.Array items) (at <5e4f813d343a4b51881e729d070c2f32>:0)
    7. WaresoftEditor.ProjectViewEnhanced.PVE.OnItemViewRepaint () (at <5e4f813d343a4b51881e729d070c2f32>:0)
    8. UnityEditor.ObjectListArea.Repaint () (at <12f9706bdb064a6c8a1d1b6f565a0097>:0)
    9. UnityEditor.ObjectListArea.OnGUI (UnityEngine.Rect position, System.Int32 keyboardControlID) (at <12f9706bdb064a6c8a1d1b6f565a0097>:0)
    10. UnityEditor.ProjectBrowser.OnGUI () (at <12f9706bdb064a6c8a1d1b6f565a0097>:0)
    It's with Unity 2021.2.0f1.
     
  33. Walley7

    Walley7

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    Hi dude. I've tried replicating the issue on my end with that version of Unity, but can't get it to happen, so there might be something unique in your setup. I'd like to get to the bottom of it - do you mind if I trouble you to try a few things?

    Things I'd like to know and rule out:
    - Does it happen if you create a brand new project?
    - Does it happen if you get rid of the project view (right click -> Close Tab) and then re-open it?
    - Could you show me how you have your view setup and exactly where you're clicking?
    - Do you have any other packages installed that might be conflicting with it?
    - And if all else fails - is the project in question something you'd be willing to send me a copy of (or a version of it where you've removed anything which you don't want to share but still get the error).
     
  34. Epineurien

    Epineurien

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    Closing the project view and re-opening it seems to have fixed the problem.
    Thanks for the help.

    Edit: Correction, it came back after some time - will try to test some more and see if there is a pattern.
     
    Last edited: Dec 23, 2021
    FireMutant likes this.
  35. Game_Taco

    Game_Taco

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    Hey @Walley7 I was wondering if your folder images layer correctly with the collaborate "+" squares. Some assets on the store say they don't and some do. The one I currently have (Neon Folders) does not work.
     
  36. Walley7

    Walley7

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    In theory it should - I tested this during development and made sure it was working correctly. If you find that it doesn't let me know and I'll do what needs to be done to correct it.
     
  37. FireMutant

    FireMutant

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    Hi Walley7,

    I just bought this asset a couple of days ago. It seems pretty cool.
    I can confirm I am getting the same errors as @Epineurien on my version of Unity (2021.2.7f1) also. Also won't let me select folder icons or background shading or anything else in popup list in the PVE Style Sheet editor. Can only select Cancel button. Nothing else is responsive.

    Continuously get errors:
    TargetException: Non-static field requires a target
    System.Reflection.RuntimeFieldInfo.GetValue(System.Object.obj)(at <################>:0)

    Code (CSharp):
    1. System.Reflection.RuntimeFieldInfo.GetValue (System.Object obj) (at <31c0f51ac5a24a22ba784db24f4ba023>:0)
    2. WaresoftEditor.ProjectViewEnhanced.ProjectBrowserWrapper.ItemGroup (UnityEditor.EditorWindow browser) (at <5e4f813d343a4b51881e729d070c2f32>:0)
    3. WaresoftEditor.ProjectViewEnhanced.ProjectBrowserWrapper.ItemHierarchy (UnityEditor.EditorWindow browser) (at <5e4f813d343a4b51881e729d070c2f32>:0)
    4. WaresoftEditor.ProjectViewEnhanced.ProjectBrowserWrapper.VisibleItems (UnityEditor.EditorWindow browser) (at <5e4f813d343a4b51881e729d070c2f32>:0)
    5. WaresoftEditor.ProjectViewEnhanced.PVE.SortItemView (UnityEditor.EditorWindow browser, System.Array items) (at <5e4f813d343a4b51881e729d070c2f32>:0)
    6. WaresoftEditor.ProjectViewEnhanced.PVE.OnItemViewRepaint () (at <5e4f813d343a4b51881e729d070c2f32>:0)
    7. UnityEditor.ObjectListArea.Repaint () (at <0cde216a590a4d6fbc3d7db7ac203c5d>:0)
    8. System.Reflection.RuntimeMethodInfo.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <31c0f51ac5a24a22ba784db24f4ba023>:0)
    9. Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
    10. System.Reflection.RuntimeMethodInfo.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <31c0f51ac5a24a22ba784db24f4ba023>:0)
    11. System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at <31c0f51ac5a24a22ba784db24f4ba023>:0)
    12. WaresoftEditor.ProjectViewEnhanced.ProjectBrowserWrapper.RepaintItemView (UnityEditor.EditorWindow browser) (at <5e4f813d343a4b51881e729d070c2f32>:0)
    13. WaresoftEditor.ProjectViewEnhanced.PVE.Repaint () (at <5e4f813d343a4b51881e729d070c2f32>:0)
    14. WaresoftEditor.ProjectViewEnhanced.PVEStyleBackgroundPopup.SelectTexture (WaresoftEditor.ProjectViewEnhanced.PVEResource texture) (at <5e4f813d343a4b51881e729d070c2f32>:0)
    15. WaresoftEditor.ProjectViewEnhanced.PVEStyleTexturePopup.DrawTextures (UnityEngine.Rect region) (at <5e4f813d343a4b51881e729d070c2f32>:0)
    16. WaresoftEditor.ProjectViewEnhanced.PVEStyleTexturePopup.OnGUI () (at <5e4f813d343a4b51881e729d070c2f32>:0)
    17. UnityEditor.HostView.OldOnGUI () (at <0cde216a590a4d6fbc3d7db7ac203c5d>:0)
    18. UnityEngine.UIElements.IMGUIContainer.DoOnGUI (UnityEngine.Event evt, UnityEngine.Matrix4x4 parentTransform, UnityEngine.Rect clippingRect, System.Boolean isComputingLayout, UnityEngine.Rect layoutSize, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <66054a7773f64b399021c1a3f19995a3>:0)
    19. UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, UnityEngine.Matrix4x4 worldTransform, UnityEngine.Rect clippingRect, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <66054a7773f64b399021c1a3f19995a3>:0)
    20. UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <66054a7773f64b399021c1a3f19995a3>:0)
    21. UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, System.Boolean canAffectFocus) (at <66054a7773f64b399021c1a3f19995a3>:0)
    22. UnityEngine.UIElements.IMGUIContainer.SendEventToIMGUIRaw (UnityEngine.UIElements.EventBase evt, System.Boolean canAffectFocus, System.Boolean verifyBounds) (at <66054a7773f64b399021c1a3f19995a3>:0)
    23. UnityEngine.UIElements.IMGUIContainer.SendEventToIMGUI (UnityEngine.UIElements.EventBase evt, System.Boolean canAffectFocus, System.Boolean verifyBounds) (at <66054a7773f64b399021c1a3f19995a3>:0)
    24. UnityEngine.UIElements.IMGUIContainer.HandleEvent (UnityEngine.UIElements.EventBase evt) (at <66054a7773f64b399021c1a3f19995a3>:0)
    25. UnityEngine.UIElements.CallbackEventHandler.HandleEventAtTargetPhase (UnityEngine.UIElements.EventBase evt) (at <66054a7773f64b399021c1a3f19995a3>:0)
    26. UnityEngine.UIElements.MouseCaptureDispatchingStrategy.DispatchEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <66054a7773f64b399021c1a3f19995a3>:0)
    27. UnityEngine.UIElements.EventDispatcher.ApplyDispatchingStrategies (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, System.Boolean imguiEventIsInitiallyUsed) (at <66054a7773f64b399021c1a3f19995a3>:0)
    28. UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <66054a7773f64b399021c1a3f19995a3>:0)
    29. UnityEngine.UIElements.EventDispatcher.ProcessEventQueue () (at <66054a7773f64b399021c1a3f19995a3>:0)
    30. UnityEngine.UIElements.EventDispatcher.OpenGate () (at <66054a7773f64b399021c1a3f19995a3>:0)
    31. UnityEngine.UIElements.EventDispatcherGate.Dispose () (at <66054a7773f64b399021c1a3f19995a3>:0)
    32. UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <66054a7773f64b399021c1a3f19995a3>:0)
    33. UnityEngine.UIElements.EventDispatcher.Dispatch (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, UnityEngine.UIElements.DispatchMode dispatchMode) (at <66054a7773f64b399021c1a3f19995a3>:0)
    34. UnityEngine.UIElements.BaseVisualElementPanel.SendEvent (UnityEngine.UIElements.EventBase e, UnityEngine.UIElements.DispatchMode dispatchMode) (at <66054a7773f64b399021c1a3f19995a3>:0)
    35. UnityEngine.UIElements.UIElementsUtility.DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel panel) (at <66054a7773f64b399021c1a3f19995a3>:0)
    36. UnityEngine.UIElements.UIElementsUtility.UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr, System.Boolean& eventHandled) (at <66054a7773f64b399021c1a3f19995a3>:0)
    37. UnityEngine.UIElements.UIEventRegistration.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at <66054a7773f64b399021c1a3f19995a3>:0)
    38. UnityEngine.UIElements.UIEventRegistration+<>c.<.cctor>b__1_2 (System.Int32 i, System.IntPtr ptr) (at <66054a7773f64b399021c1a3f19995a3>:0)
    39. UnityEngine.GUIUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr, System.Boolean& result) (at <4c1b5f56ab12481abc458fdd69da0f26>:0)
    Thanks.
     
  38. Walley7

    Walley7

    Joined:
    Dec 4, 2019
    Posts:
    56
    Hi Fire Mutant - thanks for getting in touch about this.

    I'm having no luck replicating the issue on my end - if I create a new 2021.2.7f1 project and import the plugin (version 1.0.5) everything seems to work smoothly - including sorting and so on (which is where this error is happening - inside one of the sort methods).

    It looks like the error is happening when the code uses reflection to try to access Unity's internal list of the items in the project view, which leads me to think that for some reason the internal object isn't initialised at that point of time - meaning it may only happen under specific circumstances.

    Do you mind if I trouble you for a little information to help isolate the cause? There's a few things I want to find out:
    - Is it happening as soon as you install the plugin, or only after taking certain steps?
    - Does it still happen if you set the sorting modes to unity default (screenshot down below)?
    - Does it happen for you with a brand new empty project?

    upload_2022-1-10_2-34-11.png
     
  39. FireMutant

    FireMutant

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    Hi Walley7,

    Thanks for responding so quickly.
    • The sorting modes are set as you pictured. They are the defaults when loading the package.
    • The error occurs when I load the package and then click on any item in the Project tab. The error seems to happen every time I click on an item in the Project tab after that.
    • It does seem to work fine on a new empty project.
    In fairness, it could be another asset that is interfering with the functionality of Project View Enhanced. I've seen that before, but my project is too far along to start removing assets to test it. I still think this is a cool asset and I will just keep it in my inventory until I start a new project. If you need any additional information or specs, please let me know.

    Thanks for your help.
     
  40. Walley7

    Walley7

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    Thanks for the info!

    Ideally it would be great to get my hands on a project which causes the issue, perhaps with anything you don't want to share removed - I'd understand if that's a bit more effort than you want to go to though!

    Or even just a screenshot of which packages you've installed might be helpful.
     
  41. Walley7

    Walley7

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    Hi FireMutant - by any chance do you happen to be using two project tabs (example below)? Someone sent me a video today of a similar error, and in their case that seems to be what triggers it. Regardless I'm looking into a fix, but it would be good to know if this is behind the issue for others as well.

    upload_2022-1-11_20-19-27.png
     
  42. Peter77

    Peter77

    QA Jesus

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    What file size specifically? The file size of the source asset or the imported asset how it's actually going to be stored in a build?
     
  43. Walley7

    Walley7

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    Size of the asset's file on disk. No need to store it in a build - it's an editor only feature for the project tab so it's not connected to the game itself.
     
  44. FireMutant

    FireMutant

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    Hi Walley7,

    No, just a single project tab in my desktop. I do have multiple inspectors though, if that matters at all.

    Thanks!
     
  45. Walley7

    Walley7

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    Re-read your question - I think I misunderstood - I take it you're asking whether it lists what the size *would* be come import time. It doesn't, but it's an interesting line of thought. I have a suspicion it wouldn't be possible though - I'm guessing there's compression involved in which case the final size is going to depend a lot on what else is in the package surrounding it?
     
  46. Lars-Steenhoff

    Lars-Steenhoff

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    Can you add support for chancing sorting order by clicking on the header of a collumn? Just like you can do in a filebrowser or in excel? Thank you

    And peter knows what he is talking about, I used his asset texture overview in the past and it was great!
    I think there is a way to calculate runtime compressed size
     
  47. Walley7

    Walley7

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    Profiler.GetRuntimeMemorySize looks like it has some potential, for a subset of asset types. I'll play around with it and see if it has legs.
     
  48. Peter77

    Peter77

    QA Jesus

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    Sorry, let me be more clear and give an example.

    If you add a PNG file to the Assets directory, it's considered the source asset. Unity takes this asset and imports/converts it to another format (eg DXT5) and stores the result in the Library folder.

    The file size of the source PNG and imported DXT5 images can be significantly different. However, only the size of the imported texture is important or interesting, because that's what is used in a build (outside the editor).

    The runtime size and the file size can be different. For example when a texture uses Crunch Compression. However, both, the runtime- and file-size are good to have.
     
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  49. MartinTilo

    MartinTilo

    Unity Technologies

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    Heads-up: Used in the Editor, that will get you the runtime size in the Editor. Not a projection of the size it will have on your target device, which may be significantly different. Using this API in the build is where you'd get the appropriate size, but there you can also use the Memory Profiler which uses it to get the Native sizes of the objects.
     
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  50. Walley7

    Walley7

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    Ah, I see - thanks for the clarification!