uloop-cli 0.50.2 → 0.52.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/cli.bundle.cjs +2460 -201
- package/dist/cli.bundle.cjs.map +3 -3
- package/package.json +1 -1
- package/scripts/generate-bundled-skills.ts +53 -10
- package/src/default-tools.json +13 -3
- package/src/skills/bundled-skills.ts +2220 -4
- package/src/skills/skills-manager.ts +49 -7
- package/src/version.ts +1 -1
package/dist/cli.bundle.cjs
CHANGED
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@@ -5621,7 +5621,7 @@ var import_path3 = require("path");
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// src/default-tools.json
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var default_tools_default = {
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version: "0.
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version: "0.52.0",
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tools: [
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{
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name: "compile",
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@@ -5896,8 +5896,8 @@ var default_tools_default = {
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}
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},
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{
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name: "capture-
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description: "Capture Unity EditorWindow and save as PNG
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name: "capture-window",
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description: "Capture Unity EditorWindow and save as PNG",
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inputSchema: {
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type: "object",
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properties: {
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type: "number",
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description: "Resolution scale (0.1 to 1.0)",
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default: 1
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},
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MatchMode: {
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type: "string",
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description: "Window name matching mode (all case-insensitive)",
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enum: [
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"exact",
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"prefix",
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"contains"
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],
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default: "exact"
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}
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}
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}
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}
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// src/version.ts
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var VERSION = "0.
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var VERSION = "0.52.0";
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// src/spinner.ts
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var SPINNER_FRAMES = ["\u280B", "\u2819", "\u2839", "\u2838", "\u283C", "\u2834", "\u2826", "\u2827", "\u2807", "\u280F"];
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@@ -6333,8 +6343,8 @@ var import_fs4 = require("fs");
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var import_path5 = require("path");
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var import_os = require("os");
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// ../Editor/Api/McpTools/
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var SKILL_default = '---\nname: uloop-capture-
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// ../Editor/Api/McpTools/CaptureWindow/SKILL.md
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var SKILL_default = '---\nname: uloop-capture-window\ndescription: Capture Unity EditorWindow and save as PNG. Use when you need to: (1) Take a screenshot of Game View, Scene View, Console, Inspector, etc., (2) Capture visual state for debugging or verification, (3) Save editor output as an image file.\n---\n\n# uloop capture-window\n\nCapture any Unity EditorWindow by name and save as PNG.\n\n## Usage\n\n```bash\nuloop capture-window [--window-name <name>] [--resolution-scale <scale>] [--match-mode <mode>]\n```\n\n## Parameters\n\n| Parameter | Type | Default | Description |\n|-----------|------|---------|-------------|\n| `--window-name` | string | `Game` | Window name to capture (e.g., "Game", "Scene", "Console", "Inspector", "Project", "Hierarchy", or any EditorWindow title) |\n| `--resolution-scale` | number | `1.0` | Resolution scale (0.1 to 1.0) |\n| `--match-mode` | enum | `exact` | Window name matching mode: `exact`, `prefix`, or `contains`. All modes are case-insensitive. |\n\n## Match Modes\n\n| Mode | Description | Example |\n|------|-------------|---------|\n| `exact` | Window name must match exactly (case-insensitive) | "Project" matches "Project" only |\n| `prefix` | Window name must start with the input | "Project" matches "Project" and "Project Settings" |\n| `contains` | Window name must contain the input anywhere | "set" matches "Project Settings" |\n\n## Window Name\n\nThe window name is the text displayed in the window\'s title bar (tab). The user (human) will tell you which window to capture. Common window names include:\n\n- **Game**: Game View window\n- **Scene**: Scene View window\n- **Console**: Console window\n- **Inspector**: Inspector window\n- **Project**: Project browser window\n- **Hierarchy**: Hierarchy window\n- **Animation**: Animation window\n- **Animator**: Animator window\n- **Profiler**: Profiler window\n- **Audio Mixer**: Audio Mixer window\n\nYou can also specify custom EditorWindow titles (e.g., "EditorWindow Capture Test").\n\n## Examples\n\n```bash\n# Capture Game View at full resolution\nuloop capture-window\n\n# Capture Game View at half resolution\nuloop capture-window --window-name Game --resolution-scale 0.5\n\n# Capture Scene View\nuloop capture-window --window-name Scene\n\n# Capture Console window\nuloop capture-window --window-name Console\n\n# Capture Inspector window\nuloop capture-window --window-name Inspector\n\n# Capture Project browser (exact match - won\'t match "Project Settings")\nuloop capture-window --window-name Project\n\n# Capture all windows starting with "Project" (prefix match)\nuloop capture-window --window-name Project --match-mode prefix\n\n# Capture custom EditorWindow by title\nuloop capture-window --window-name "My Custom Window"\n```\n\n## Output\n\nReturns JSON with:\n- `CapturedCount`: Number of windows captured\n- `CapturedWindows`: Array of captured window info, each containing:\n - `ImagePath`: Absolute path to the saved PNG file\n - `FileSizeBytes`: Size of the saved file in bytes\n - `Width`: Captured image width in pixels\n - `Height`: Captured image height in pixels\n\nWhen multiple windows match (e.g., multiple Inspector windows or when using `contains` mode), all matching windows are captured with numbered filenames (e.g., `Inspector_1_*.png`, `Inspector_2_*.png`).\n\n## Notes\n\n- Use `uloop focus-window` first if needed\n- Target window must be open in Unity Editor\n- Window name matching is always case-insensitive\n';
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// ../Editor/Api/McpTools/ClearConsole/SKILL.md
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var SKILL_default2 = "---\nname: uloop-clear-console\ndescription: Clear Unity console logs via uloop CLI. Use when you need to: (1) Clear the console before running tests, (2) Start a fresh debugging session, (3) Clean up log output for better readability.\n---\n\n# uloop clear-console\n\nClear Unity console logs.\n\n## Usage\n\n```bash\nuloop clear-console [--add-confirmation-message]\n```\n\n## Parameters\n\n| Parameter | Type | Default | Description |\n|-----------|------|---------|-------------|\n| `--add-confirmation-message` | boolean | `false` | Add confirmation message after clearing |\n\n## Examples\n\n```bash\n# Clear console\nuloop clear-console\n\n# Clear with confirmation\nuloop clear-console --add-confirmation-message\n```\n\n## Output\n\nReturns JSON confirming the console was cleared.\n";
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var SKILL_default4 = "---\nname: uloop-control-play-mode\ndescription: Control Unity Editor play mode via uloop CLI. Use when you need to: (1) Start play mode for testing, (2) Stop play mode after testing, (3) Pause play mode for debugging.\n---\n\n# uloop control-play-mode\n\nControl Unity Editor play mode (play/stop/pause).\n\n## Usage\n\n```bash\nuloop control-play-mode [options]\n```\n\n## Parameters\n\n| Parameter | Type | Default | Description |\n|-----------|------|---------|-------------|\n| `--action` | string | `Play` | Action to perform: `Play`, `Stop`, `Pause` |\n\n## Examples\n\n```bash\n# Start play mode\nuloop control-play-mode --action Play\n\n# Stop play mode\nuloop control-play-mode --action Stop\n\n# Pause play mode\nuloop control-play-mode --action Pause\n```\n\n## Output\n\nReturns JSON with the current play mode state:\n- `IsPlaying`: Whether Unity is currently in play mode\n- `IsPaused`: Whether play mode is paused\n- `Message`: Description of the action performed\n\n## Notes\n\n- Play action starts the game in the Unity Editor (also resumes from pause)\n- Stop action exits play mode and returns to edit mode\n- Pause action pauses the game while remaining in play mode\n- Useful for automated testing workflows\n";
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// ../Editor/Api/McpTools/ExecuteDynamicCode/SKILL.md
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var SKILL_default5 = "---\nname: uloop-execute-dynamic-code\ndescription: Execute C# code dynamically in Unity Editor via uloop CLI. Use for editor automation: (1) Prefab/material wiring and AddComponent operations, (2) Reference wiring with SerializedObject, (3) Scene/hierarchy edits and batch operations. NOT for file I/O or script authoring.\n---\n\n# uloop execute-dynamic-code\n\nExecute C# code dynamically in Unity Editor.\n\n## Usage\n\n```bash\nuloop execute-dynamic-code --code '<c# code>'\n```\n\n## Parameters\n\n| Parameter | Type | Description |\n|-----------|------|-------------|\n| `--code` | string | C# code to execute (direct statements, no class wrapper) |\n| `--compile-only` | boolean | Compile without execution |\n| `--auto-qualify-unity-types-once` | boolean | Auto-qualify Unity types |\n\n## Code Format\n\nWrite direct statements only (no classes/namespaces/methods). Return is optional.\n\n```csharp\n// Using directives at top are hoisted\nusing UnityEngine;\nvar x = Mathf.PI;\nreturn x;\n```\n\n## String Literals (Shell-specific)\n\n| Shell | Method |\n|-------|--------|\n| bash/zsh/MINGW64/Git Bash | `'Debug.Log(\"Hello!\");'` |\n| PowerShell | `'Debug.Log(\"\"Hello!\"\");'` |\n\n## Allowed Operations\n\n- Prefab/material wiring (PrefabUtility)\n- AddComponent + reference wiring (SerializedObject)\n- Scene/hierarchy edits\n- Inspector modifications\n\n## Forbidden Operations\n\n- System.IO.* (File/Directory/Path)\n- AssetDatabase.CreateFolder / file writes\n- Create/edit .cs/.asmdef files\n\n## Examples\n\n### bash / zsh / MINGW64 / Git Bash\n\n```bash\nuloop execute-dynamic-code --code 'return Selection.activeGameObject?.name;'\nuloop execute-dynamic-code --code 'new GameObject(\"MyObject\");'\nuloop execute-dynamic-code --code 'UnityEngine.Debug.Log(\"Hello from CLI!\");'\n```\n\n### PowerShell\n\n```powershell\nuloop execute-dynamic-code --code 'return Selection.activeGameObject?.name;'\nuloop execute-dynamic-code --code 'new GameObject(\"\"MyObject\"\");'\nuloop execute-dynamic-code --code 'UnityEngine.Debug.Log(\"\"Hello from CLI!\"\");'\n```\n\n## Output\n\nReturns JSON with execution result or compile errors.\n\n## Notes\n\nFor file/directory operations, use terminal commands instead.\n";
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var SKILL_default5 = "---\nname: uloop-execute-dynamic-code\ndescription: Execute C# code dynamically in Unity Editor via uloop CLI. Use for editor automation: (1) Prefab/material wiring and AddComponent operations, (2) Reference wiring with SerializedObject, (3) Scene/hierarchy edits and batch operations. NOT for file I/O or script authoring.\n---\n\n# uloop execute-dynamic-code\n\nExecute C# code dynamically in Unity Editor.\n\n## Usage\n\n```bash\nuloop execute-dynamic-code --code '<c# code>'\n```\n\n## Parameters\n\n| Parameter | Type | Description |\n|-----------|------|-------------|\n| `--code` | string | C# code to execute (direct statements, no class wrapper) |\n| `--compile-only` | boolean | Compile without execution |\n| `--auto-qualify-unity-types-once` | boolean | Auto-qualify Unity types |\n\n## Code Format\n\nWrite direct statements only (no classes/namespaces/methods). Return is optional.\n\n```csharp\n// Using directives at top are hoisted\nusing UnityEngine;\nvar x = Mathf.PI;\nreturn x;\n```\n\n## String Literals (Shell-specific)\n\n| Shell | Method |\n|-------|--------|\n| bash/zsh/MINGW64/Git Bash | `'Debug.Log(\"Hello!\");'` |\n| PowerShell | `'Debug.Log(\"\"Hello!\"\");'` |\n\n## Allowed Operations\n\n- Prefab/material wiring (PrefabUtility)\n- AddComponent + reference wiring (SerializedObject)\n- Scene/hierarchy edits\n- Inspector modifications\n\n## Forbidden Operations\n\n- System.IO.* (File/Directory/Path)\n- AssetDatabase.CreateFolder / file writes\n- Create/edit .cs/.asmdef files\n\n## Examples\n\n### bash / zsh / MINGW64 / Git Bash\n\n```bash\nuloop execute-dynamic-code --code 'return Selection.activeGameObject?.name;'\nuloop execute-dynamic-code --code 'new GameObject(\"MyObject\");'\nuloop execute-dynamic-code --code 'UnityEngine.Debug.Log(\"Hello from CLI!\");'\n```\n\n### PowerShell\n\n```powershell\nuloop execute-dynamic-code --code 'return Selection.activeGameObject?.name;'\nuloop execute-dynamic-code --code 'new GameObject(\"\"MyObject\"\");'\nuloop execute-dynamic-code --code 'UnityEngine.Debug.Log(\"\"Hello from CLI!\"\");'\n```\n\n## Output\n\nReturns JSON with execution result or compile errors.\n\n## Notes\n\nFor file/directory operations, use terminal commands instead.\n\n## Code Examples by Category\n\nFor detailed code examples, refer to these files:\n\n- **Prefab operations**: See [examples/prefab-operations.md](examples/prefab-operations.md)\n - Create prefabs, instantiate, add components, modify properties\n- **Material operations**: See [examples/material-operations.md](examples/material-operations.md)\n - Create materials, set shaders/textures, modify properties\n- **Asset operations**: See [examples/asset-operations.md](examples/asset-operations.md)\n - Find/search assets, duplicate, move, rename, load\n- **ScriptableObject**: See [examples/scriptableobject.md](examples/scriptableobject.md)\n - Create ScriptableObjects, modify with SerializedObject\n- **Scene operations**: See [examples/scene-operations.md](examples/scene-operations.md)\n - Create/modify GameObjects, set parents, wire references, load scenes\n";
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// ../Editor/Api/McpTools/ExecuteMenuItem/SKILL.md
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var SKILL_default6 = '---\nname: uloop-execute-menu-item\ndescription: Execute Unity MenuItem via uloop CLI. Use when you need to: (1) Trigger menu commands programmatically, (2) Automate editor actions (save, build, refresh), (3) Run custom menu items defined in scripts.\n---\n\n# uloop execute-menu-item\n\nExecute Unity MenuItem.\n\n## Usage\n\n```bash\nuloop execute-menu-item --menu-item-path "<path>"\n```\n\n## Parameters\n\n| Parameter | Type | Default | Description |\n|-----------|------|---------|-------------|\n| `--menu-item-path` | string | - | Menu item path (e.g., "GameObject/Create Empty") |\n| `--use-reflection-fallback` | boolean | `true` | Use reflection fallback |\n\n## Examples\n\n```bash\n# Create empty GameObject\nuloop execute-menu-item --menu-item-path "GameObject/Create Empty"\n\n# Save scene\nuloop execute-menu-item --menu-item-path "File/Save"\n\n# Open project settings\nuloop execute-menu-item --menu-item-path "Edit/Project Settings..."\n```\n\n## Output\n\nReturns JSON with execution result.\n\n## Notes\n\n- Use `uloop get-menu-items` to discover available menu paths\n- Some menu items may require specific context or selection\n';
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// src/skills/bundled-skills.ts
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var BUNDLED_SKILLS = [
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{
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name: "uloop-capture-
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dirName: "uloop-capture-
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name: "uloop-capture-window",
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dirName: "uloop-capture-window",
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content: SKILL_default
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name: "uloop-execute-dynamic-code",
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dirName: "uloop-execute-dynamic-code",
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content: SKILL_default5
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name: "uloop-execute-menu-item",
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"examples/asset-operations.md": `# Asset Operations
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Code examples for AssetDatabase operations using \`execute-dynamic-code\`.
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## Find Assets by Type
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return $"Found {paths.Count} prefabs";
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## Find Assets by Name
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return $"Found {paths.Count} assets matching '{searchName}'";
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\`\`\`
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|
+
## Find Assets in Folder
|
|
6453
|
+
|
|
6454
|
+
\`\`\`csharp
|
|
6455
|
+
using UnityEditor;
|
|
6456
|
+
using System.Collections.Generic;
|
|
6457
|
+
|
|
6458
|
+
string folder = "Assets/Prefabs";
|
|
6459
|
+
string[] guids = AssetDatabase.FindAssets("t:Prefab", new[] { folder });
|
|
6460
|
+
List<string> paths = new List<string>();
|
|
6461
|
+
|
|
6462
|
+
foreach (string guid in guids)
|
|
6463
|
+
{
|
|
6464
|
+
paths.Add(AssetDatabase.GUIDToAssetPath(guid));
|
|
6463
6465
|
}
|
|
6464
|
-
|
|
6465
|
-
|
|
6466
|
-
|
|
6466
|
+
return $"Found {paths.Count} prefabs in {folder}";
|
|
6467
|
+
\`\`\`
|
|
6468
|
+
|
|
6469
|
+
## Duplicate Asset
|
|
6470
|
+
|
|
6471
|
+
\`\`\`csharp
|
|
6472
|
+
using UnityEditor;
|
|
6473
|
+
|
|
6474
|
+
string sourcePath = "Assets/Materials/MyMaterial.mat";
|
|
6475
|
+
string destPath = "Assets/Materials/MyMaterial_Backup.mat";
|
|
6476
|
+
|
|
6477
|
+
bool success = AssetDatabase.CopyAsset(sourcePath, destPath);
|
|
6478
|
+
return success ? $"Copied to {destPath}" : "Copy failed";
|
|
6479
|
+
\`\`\`
|
|
6480
|
+
|
|
6481
|
+
## Move Asset
|
|
6482
|
+
|
|
6483
|
+
\`\`\`csharp
|
|
6484
|
+
using UnityEditor;
|
|
6485
|
+
|
|
6486
|
+
string sourcePath = "Assets/OldFolder/MyAsset.asset";
|
|
6487
|
+
string destPath = "Assets/NewFolder/MyAsset.asset";
|
|
6488
|
+
|
|
6489
|
+
string error = AssetDatabase.MoveAsset(sourcePath, destPath);
|
|
6490
|
+
return string.IsNullOrEmpty(error) ? $"Moved to {destPath}" : $"Error: {error}";
|
|
6491
|
+
\`\`\`
|
|
6492
|
+
|
|
6493
|
+
## Rename Asset
|
|
6494
|
+
|
|
6495
|
+
\`\`\`csharp
|
|
6496
|
+
using UnityEditor;
|
|
6497
|
+
|
|
6498
|
+
string assetPath = "Assets/Materials/OldName.mat";
|
|
6499
|
+
string newName = "NewName";
|
|
6500
|
+
|
|
6501
|
+
string error = AssetDatabase.RenameAsset(assetPath, newName);
|
|
6502
|
+
return string.IsNullOrEmpty(error) ? $"Renamed to {newName}" : $"Error: {error}";
|
|
6503
|
+
\`\`\`
|
|
6504
|
+
|
|
6505
|
+
## Rename Asset (Undo-supported)
|
|
6506
|
+
|
|
6507
|
+
\`\`\`csharp
|
|
6508
|
+
using UnityEditor;
|
|
6509
|
+
|
|
6510
|
+
// ObjectNames.SetNameSmart() supports Undo (AssetDatabase.RenameAsset() does NOT)
|
|
6511
|
+
Object selected = Selection.activeObject;
|
|
6512
|
+
if (selected == null)
|
|
6513
|
+
{
|
|
6514
|
+
return "No asset selected";
|
|
6467
6515
|
}
|
|
6468
|
-
|
|
6469
|
-
|
|
6470
|
-
|
|
6471
|
-
|
|
6472
|
-
|
|
6473
|
-
|
|
6474
|
-
|
|
6516
|
+
|
|
6517
|
+
string oldName = selected.name;
|
|
6518
|
+
ObjectNames.SetNameSmart(selected, "NewName");
|
|
6519
|
+
AssetDatabase.SaveAssets();
|
|
6520
|
+
return $"Renamed {oldName} to {selected.name}";
|
|
6521
|
+
\`\`\`
|
|
6522
|
+
|
|
6523
|
+
## Get Asset Path from Object
|
|
6524
|
+
|
|
6525
|
+
\`\`\`csharp
|
|
6526
|
+
using UnityEditor;
|
|
6527
|
+
|
|
6528
|
+
GameObject selected = Selection.activeGameObject;
|
|
6529
|
+
if (selected == null)
|
|
6530
|
+
{
|
|
6531
|
+
return "No object selected";
|
|
6475
6532
|
}
|
|
6476
|
-
|
|
6477
|
-
|
|
6478
|
-
|
|
6479
|
-
|
|
6480
|
-
|
|
6481
|
-
return "outdated";
|
|
6482
|
-
}
|
|
6483
|
-
return "installed";
|
|
6533
|
+
|
|
6534
|
+
string path = AssetDatabase.GetAssetPath(selected);
|
|
6535
|
+
if (string.IsNullOrEmpty(path))
|
|
6536
|
+
{
|
|
6537
|
+
return "Selected object is not an asset (scene object)";
|
|
6484
6538
|
}
|
|
6485
|
-
|
|
6486
|
-
|
|
6487
|
-
|
|
6488
|
-
|
|
6489
|
-
|
|
6490
|
-
|
|
6491
|
-
|
|
6492
|
-
|
|
6493
|
-
|
|
6494
|
-
|
|
6495
|
-
|
|
6496
|
-
|
|
6497
|
-
|
|
6498
|
-
|
|
6499
|
-
if (value === "true") {
|
|
6500
|
-
frontmatter[key] = true;
|
|
6501
|
-
} else if (value === "false") {
|
|
6502
|
-
frontmatter[key] = false;
|
|
6503
|
-
} else {
|
|
6504
|
-
frontmatter[key] = value;
|
|
6505
|
-
}
|
|
6506
|
-
}
|
|
6507
|
-
return frontmatter;
|
|
6539
|
+
return $"Asset path: {path}";
|
|
6540
|
+
\`\`\`
|
|
6541
|
+
|
|
6542
|
+
## Load Asset at Path
|
|
6543
|
+
|
|
6544
|
+
\`\`\`csharp
|
|
6545
|
+
using UnityEditor;
|
|
6546
|
+
|
|
6547
|
+
string path = "Assets/Prefabs/Player.prefab";
|
|
6548
|
+
GameObject asset = AssetDatabase.LoadAssetAtPath<GameObject>(path);
|
|
6549
|
+
|
|
6550
|
+
if (asset == null)
|
|
6551
|
+
{
|
|
6552
|
+
return $"Asset not found at {path}";
|
|
6508
6553
|
}
|
|
6509
|
-
|
|
6510
|
-
|
|
6511
|
-
|
|
6512
|
-
|
|
6513
|
-
|
|
6514
|
-
|
|
6515
|
-
|
|
6516
|
-
|
|
6517
|
-
|
|
6518
|
-
|
|
6519
|
-
|
|
6520
|
-
|
|
6521
|
-
|
|
6522
|
-
|
|
6523
|
-
|
|
6524
|
-
|
|
6525
|
-
|
|
6526
|
-
}
|
|
6527
|
-
const name = typeof frontmatter.name === "string" ? frontmatter.name : entry.name;
|
|
6528
|
-
skills.push({
|
|
6529
|
-
name,
|
|
6530
|
-
dirName: name,
|
|
6531
|
-
content,
|
|
6532
|
-
sourcePath: skillMdPath
|
|
6533
|
-
});
|
|
6534
|
-
}
|
|
6535
|
-
scanEditorFolderForSkills(fullPath, skills);
|
|
6554
|
+
return $"Loaded: {asset.name}";
|
|
6555
|
+
\`\`\`
|
|
6556
|
+
|
|
6557
|
+
## Get All Assets of Type
|
|
6558
|
+
|
|
6559
|
+
\`\`\`csharp
|
|
6560
|
+
using UnityEditor;
|
|
6561
|
+
|
|
6562
|
+
string[] scriptGuids = AssetDatabase.FindAssets("t:MonoScript");
|
|
6563
|
+
int count = 0;
|
|
6564
|
+
|
|
6565
|
+
foreach (string guid in scriptGuids)
|
|
6566
|
+
{
|
|
6567
|
+
string path = AssetDatabase.GUIDToAssetPath(guid);
|
|
6568
|
+
if (path.StartsWith("Assets/"))
|
|
6569
|
+
{
|
|
6570
|
+
count++;
|
|
6536
6571
|
}
|
|
6537
|
-
}
|
|
6538
6572
|
}
|
|
6539
|
-
|
|
6540
|
-
|
|
6541
|
-
|
|
6542
|
-
|
|
6543
|
-
|
|
6544
|
-
|
|
6545
|
-
|
|
6546
|
-
|
|
6547
|
-
|
|
6548
|
-
|
|
6549
|
-
|
|
6550
|
-
|
|
6551
|
-
|
|
6552
|
-
|
|
6553
|
-
|
|
6554
|
-
|
|
6555
|
-
|
|
6556
|
-
|
|
6557
|
-
|
|
6558
|
-
|
|
6559
|
-
|
|
6573
|
+
return $"Found {count} scripts in Assets folder";
|
|
6574
|
+
\`\`\`
|
|
6575
|
+
|
|
6576
|
+
## Check if Asset Exists
|
|
6577
|
+
|
|
6578
|
+
\`\`\`csharp
|
|
6579
|
+
using UnityEditor;
|
|
6580
|
+
|
|
6581
|
+
string path = "Assets/Prefabs/Player.prefab";
|
|
6582
|
+
string guid = AssetDatabase.AssetPathToGUID(path);
|
|
6583
|
+
|
|
6584
|
+
bool exists = !string.IsNullOrEmpty(guid);
|
|
6585
|
+
return exists ? $"Asset exists: {path}" : $"Asset not found: {path}";
|
|
6586
|
+
\`\`\`
|
|
6587
|
+
|
|
6588
|
+
## Get Asset Dependencies
|
|
6589
|
+
|
|
6590
|
+
\`\`\`csharp
|
|
6591
|
+
using UnityEditor;
|
|
6592
|
+
|
|
6593
|
+
string assetPath = "Assets/Prefabs/Player.prefab";
|
|
6594
|
+
string[] dependencies = AssetDatabase.GetDependencies(assetPath, true);
|
|
6595
|
+
|
|
6596
|
+
return $"Asset has {dependencies.Length} dependencies";
|
|
6597
|
+
\`\`\`
|
|
6598
|
+
|
|
6599
|
+
## Refresh AssetDatabase
|
|
6600
|
+
|
|
6601
|
+
\`\`\`csharp
|
|
6602
|
+
using UnityEditor;
|
|
6603
|
+
|
|
6604
|
+
AssetDatabase.Refresh();
|
|
6605
|
+
return "AssetDatabase refreshed";
|
|
6606
|
+
\`\`\`
|
|
6607
|
+
`,
|
|
6608
|
+
"examples/batch-operations.md": `# Batch Operations
|
|
6609
|
+
|
|
6610
|
+
Code examples for batch processing using \`execute-dynamic-code\`.
|
|
6611
|
+
|
|
6612
|
+
## Batch Modify Selected Objects
|
|
6613
|
+
|
|
6614
|
+
\`\`\`csharp
|
|
6615
|
+
using UnityEditor;
|
|
6616
|
+
|
|
6617
|
+
GameObject[] selected = Selection.gameObjects;
|
|
6618
|
+
if (selected.Length == 0)
|
|
6619
|
+
{
|
|
6620
|
+
return "No GameObjects selected";
|
|
6560
6621
|
}
|
|
6561
|
-
|
|
6562
|
-
|
|
6563
|
-
|
|
6564
|
-
|
|
6565
|
-
|
|
6566
|
-
|
|
6567
|
-
(
|
|
6568
|
-
|
|
6569
|
-
];
|
|
6570
|
-
for (const searchPath of searchPaths) {
|
|
6571
|
-
if (!(0, import_fs4.existsSync)(searchPath)) {
|
|
6572
|
-
continue;
|
|
6573
|
-
}
|
|
6574
|
-
const editorFolders = findEditorFolders(searchPath, 3);
|
|
6575
|
-
for (const editorFolder of editorFolders) {
|
|
6576
|
-
scanEditorFolderForSkills(editorFolder, skills);
|
|
6577
|
-
}
|
|
6578
|
-
}
|
|
6579
|
-
const uniqueSkills = [];
|
|
6580
|
-
for (const skill of skills) {
|
|
6581
|
-
if (!seenNames.has(skill.name)) {
|
|
6582
|
-
seenNames.add(skill.name);
|
|
6583
|
-
uniqueSkills.push(skill);
|
|
6584
|
-
}
|
|
6585
|
-
}
|
|
6586
|
-
return uniqueSkills;
|
|
6622
|
+
|
|
6623
|
+
int undoGroup = Undo.GetCurrentGroup();
|
|
6624
|
+
Undo.SetCurrentGroupName("Batch Modify");
|
|
6625
|
+
|
|
6626
|
+
foreach (GameObject obj in selected)
|
|
6627
|
+
{
|
|
6628
|
+
Undo.RecordObject(obj.transform, "");
|
|
6629
|
+
obj.transform.localScale = Vector3.one * 2;
|
|
6587
6630
|
}
|
|
6588
|
-
|
|
6589
|
-
|
|
6590
|
-
|
|
6591
|
-
|
|
6592
|
-
|
|
6593
|
-
|
|
6594
|
-
|
|
6595
|
-
|
|
6596
|
-
|
|
6597
|
-
|
|
6598
|
-
|
|
6599
|
-
|
|
6600
|
-
|
|
6601
|
-
|
|
6602
|
-
}));
|
|
6603
|
-
return [...bundledStatuses, ...projectStatuses];
|
|
6631
|
+
|
|
6632
|
+
Undo.CollapseUndoOperations(undoGroup);
|
|
6633
|
+
return $"Scaled {selected.Length} objects (Single undo step)";
|
|
6634
|
+
\`\`\`
|
|
6635
|
+
|
|
6636
|
+
## Edit Multiple Objects with SerializedObject
|
|
6637
|
+
|
|
6638
|
+
\`\`\`csharp
|
|
6639
|
+
using UnityEditor;
|
|
6640
|
+
|
|
6641
|
+
GameObject[] selected = Selection.gameObjects;
|
|
6642
|
+
if (selected.Length == 0)
|
|
6643
|
+
{
|
|
6644
|
+
return "No GameObjects selected";
|
|
6604
6645
|
}
|
|
6605
|
-
|
|
6606
|
-
|
|
6607
|
-
|
|
6646
|
+
|
|
6647
|
+
List<Transform> transforms = new List<Transform>();
|
|
6648
|
+
foreach (GameObject obj in selected)
|
|
6649
|
+
{
|
|
6650
|
+
transforms.Add(obj.transform);
|
|
6651
|
+
}
|
|
6652
|
+
|
|
6653
|
+
SerializedObject serializedObj = new SerializedObject(transforms.ToArray());
|
|
6654
|
+
SerializedProperty positionProp = serializedObj.FindProperty("m_LocalPosition");
|
|
6655
|
+
positionProp.vector3Value = Vector3.zero;
|
|
6656
|
+
serializedObj.ApplyModifiedProperties();
|
|
6657
|
+
|
|
6658
|
+
return $"Reset position of {selected.Length} objects";
|
|
6659
|
+
\`\`\`
|
|
6660
|
+
|
|
6661
|
+
## Batch Add Component
|
|
6662
|
+
|
|
6663
|
+
\`\`\`csharp
|
|
6664
|
+
using UnityEditor;
|
|
6665
|
+
|
|
6666
|
+
GameObject[] selected = Selection.gameObjects;
|
|
6667
|
+
if (selected.Length == 0)
|
|
6668
|
+
{
|
|
6669
|
+
return "No GameObjects selected";
|
|
6670
|
+
}
|
|
6671
|
+
|
|
6672
|
+
int undoGroup = Undo.GetCurrentGroup();
|
|
6673
|
+
Undo.SetCurrentGroupName("Batch Add Rigidbody");
|
|
6674
|
+
|
|
6675
|
+
int addedCount = 0;
|
|
6676
|
+
foreach (GameObject obj in selected)
|
|
6677
|
+
{
|
|
6678
|
+
if (obj.GetComponent<Rigidbody>() == null)
|
|
6679
|
+
{
|
|
6680
|
+
Undo.AddComponent<Rigidbody>(obj);
|
|
6681
|
+
addedCount++;
|
|
6682
|
+
}
|
|
6683
|
+
}
|
|
6684
|
+
|
|
6685
|
+
Undo.CollapseUndoOperations(undoGroup);
|
|
6686
|
+
return $"Added Rigidbody to {addedCount} objects";
|
|
6687
|
+
\`\`\`
|
|
6688
|
+
|
|
6689
|
+
## Batch Process Assets with StartAssetEditing
|
|
6690
|
+
|
|
6691
|
+
\`\`\`csharp
|
|
6692
|
+
using UnityEditor;
|
|
6693
|
+
|
|
6694
|
+
string[] guids = AssetDatabase.FindAssets("t:Material", new[] { "Assets/Materials" });
|
|
6695
|
+
if (guids.Length == 0)
|
|
6696
|
+
{
|
|
6697
|
+
return "No materials found";
|
|
6698
|
+
}
|
|
6699
|
+
|
|
6700
|
+
AssetDatabase.StartAssetEditing();
|
|
6701
|
+
|
|
6702
|
+
int modified = 0;
|
|
6703
|
+
foreach (string guid in guids)
|
|
6704
|
+
{
|
|
6705
|
+
string path = AssetDatabase.GUIDToAssetPath(guid);
|
|
6706
|
+
Material mat = AssetDatabase.LoadAssetAtPath<Material>(path);
|
|
6707
|
+
if (mat != null)
|
|
6708
|
+
{
|
|
6709
|
+
mat.color = Color.white;
|
|
6710
|
+
EditorUtility.SetDirty(mat);
|
|
6711
|
+
modified++;
|
|
6712
|
+
}
|
|
6713
|
+
}
|
|
6714
|
+
|
|
6715
|
+
AssetDatabase.StopAssetEditing();
|
|
6716
|
+
AssetDatabase.SaveAssets();
|
|
6717
|
+
|
|
6718
|
+
return $"Reset color of {modified} materials";
|
|
6719
|
+
\`\`\`
|
|
6720
|
+
|
|
6721
|
+
## Batch Rename GameObjects
|
|
6722
|
+
|
|
6723
|
+
\`\`\`csharp
|
|
6724
|
+
using UnityEditor;
|
|
6725
|
+
|
|
6726
|
+
GameObject[] selected = Selection.gameObjects;
|
|
6727
|
+
if (selected.Length == 0)
|
|
6728
|
+
{
|
|
6729
|
+
return "No GameObjects selected";
|
|
6730
|
+
}
|
|
6731
|
+
|
|
6732
|
+
int undoGroup = Undo.GetCurrentGroup();
|
|
6733
|
+
Undo.SetCurrentGroupName("Batch Rename");
|
|
6734
|
+
|
|
6735
|
+
for (int i = 0; i < selected.Length; i++)
|
|
6736
|
+
{
|
|
6737
|
+
Undo.RecordObject(selected[i], "");
|
|
6738
|
+
selected[i].name = $"Item_{i:D3}";
|
|
6739
|
+
}
|
|
6740
|
+
|
|
6741
|
+
Undo.CollapseUndoOperations(undoGroup);
|
|
6742
|
+
return $"Renamed {selected.Length} objects";
|
|
6743
|
+
\`\`\`
|
|
6744
|
+
|
|
6745
|
+
## Batch Set Layer
|
|
6746
|
+
|
|
6747
|
+
\`\`\`csharp
|
|
6748
|
+
using UnityEditor;
|
|
6749
|
+
|
|
6750
|
+
GameObject[] selected = Selection.gameObjects;
|
|
6751
|
+
if (selected.Length == 0)
|
|
6752
|
+
{
|
|
6753
|
+
return "No GameObjects selected";
|
|
6754
|
+
}
|
|
6755
|
+
|
|
6756
|
+
int layer = LayerMask.NameToLayer("Default");
|
|
6757
|
+
|
|
6758
|
+
int undoGroup = Undo.GetCurrentGroup();
|
|
6759
|
+
Undo.SetCurrentGroupName("Batch Set Layer");
|
|
6760
|
+
|
|
6761
|
+
foreach (GameObject obj in selected)
|
|
6762
|
+
{
|
|
6763
|
+
Undo.RecordObject(obj, "");
|
|
6764
|
+
obj.layer = layer;
|
|
6765
|
+
}
|
|
6766
|
+
|
|
6767
|
+
Undo.CollapseUndoOperations(undoGroup);
|
|
6768
|
+
return $"Set layer of {selected.Length} objects to Default";
|
|
6769
|
+
\`\`\`
|
|
6770
|
+
|
|
6771
|
+
## Batch Set Tag
|
|
6772
|
+
|
|
6773
|
+
\`\`\`csharp
|
|
6774
|
+
using UnityEditor;
|
|
6775
|
+
|
|
6776
|
+
GameObject[] selected = Selection.gameObjects;
|
|
6777
|
+
if (selected.Length == 0)
|
|
6778
|
+
{
|
|
6779
|
+
return "No GameObjects selected";
|
|
6780
|
+
}
|
|
6781
|
+
|
|
6782
|
+
int undoGroup = Undo.GetCurrentGroup();
|
|
6783
|
+
Undo.SetCurrentGroupName("Batch Set Tag");
|
|
6784
|
+
|
|
6785
|
+
foreach (GameObject obj in selected)
|
|
6786
|
+
{
|
|
6787
|
+
Undo.RecordObject(obj, "");
|
|
6788
|
+
obj.tag = "Enemy";
|
|
6789
|
+
}
|
|
6790
|
+
|
|
6791
|
+
Undo.CollapseUndoOperations(undoGroup);
|
|
6792
|
+
return $"Tagged {selected.Length} objects as Enemy";
|
|
6793
|
+
\`\`\`
|
|
6794
|
+
|
|
6795
|
+
## Batch Modify ScriptableObjects
|
|
6796
|
+
|
|
6797
|
+
\`\`\`csharp
|
|
6798
|
+
using UnityEditor;
|
|
6799
|
+
|
|
6800
|
+
string[] guids = AssetDatabase.FindAssets("t:ScriptableObject", new[] { "Assets/Data" });
|
|
6801
|
+
if (guids.Length == 0)
|
|
6802
|
+
{
|
|
6803
|
+
return "No ScriptableObjects found";
|
|
6804
|
+
}
|
|
6805
|
+
|
|
6806
|
+
int modified = 0;
|
|
6807
|
+
foreach (string guid in guids)
|
|
6808
|
+
{
|
|
6809
|
+
string path = AssetDatabase.GUIDToAssetPath(guid);
|
|
6810
|
+
ScriptableObject so = AssetDatabase.LoadAssetAtPath<ScriptableObject>(path);
|
|
6811
|
+
if (so == null) continue;
|
|
6812
|
+
|
|
6813
|
+
SerializedObject serializedObj = new SerializedObject(so);
|
|
6814
|
+
SerializedProperty prop = serializedObj.FindProperty("isEnabled");
|
|
6815
|
+
if (prop != null)
|
|
6816
|
+
{
|
|
6817
|
+
prop.boolValue = true;
|
|
6818
|
+
serializedObj.ApplyModifiedProperties();
|
|
6819
|
+
EditorUtility.SetDirty(so);
|
|
6820
|
+
modified++;
|
|
6821
|
+
}
|
|
6822
|
+
}
|
|
6823
|
+
|
|
6824
|
+
AssetDatabase.SaveAssets();
|
|
6825
|
+
return $"Enabled {modified} ScriptableObjects";
|
|
6826
|
+
\`\`\`
|
|
6827
|
+
|
|
6828
|
+
## Batch Remove Component
|
|
6829
|
+
|
|
6830
|
+
\`\`\`csharp
|
|
6831
|
+
using UnityEditor;
|
|
6832
|
+
|
|
6833
|
+
GameObject[] selected = Selection.gameObjects;
|
|
6834
|
+
if (selected.Length == 0)
|
|
6835
|
+
{
|
|
6836
|
+
return "No GameObjects selected";
|
|
6837
|
+
}
|
|
6838
|
+
|
|
6839
|
+
int undoGroup = Undo.GetCurrentGroup();
|
|
6840
|
+
Undo.SetCurrentGroupName("Batch Remove Rigidbody");
|
|
6841
|
+
|
|
6842
|
+
int removedCount = 0;
|
|
6843
|
+
foreach (GameObject obj in selected)
|
|
6844
|
+
{
|
|
6845
|
+
Rigidbody rb = obj.GetComponent<Rigidbody>();
|
|
6846
|
+
if (rb != null)
|
|
6847
|
+
{
|
|
6848
|
+
Undo.DestroyObjectImmediate(rb);
|
|
6849
|
+
removedCount++;
|
|
6850
|
+
}
|
|
6851
|
+
}
|
|
6852
|
+
|
|
6853
|
+
Undo.CollapseUndoOperations(undoGroup);
|
|
6854
|
+
return $"Removed Rigidbody from {removedCount} objects";
|
|
6855
|
+
\`\`\`
|
|
6856
|
+
|
|
6857
|
+
## Batch Set Static Flags
|
|
6858
|
+
|
|
6859
|
+
\`\`\`csharp
|
|
6860
|
+
using UnityEditor;
|
|
6861
|
+
|
|
6862
|
+
GameObject[] selected = Selection.gameObjects;
|
|
6863
|
+
if (selected.Length == 0)
|
|
6864
|
+
{
|
|
6865
|
+
return "No GameObjects selected";
|
|
6866
|
+
}
|
|
6867
|
+
|
|
6868
|
+
int undoGroup = Undo.GetCurrentGroup();
|
|
6869
|
+
Undo.SetCurrentGroupName("Batch Set Static");
|
|
6870
|
+
|
|
6871
|
+
foreach (GameObject obj in selected)
|
|
6872
|
+
{
|
|
6873
|
+
Undo.RecordObject(obj, "");
|
|
6874
|
+
GameObjectUtility.SetStaticEditorFlags(obj, StaticEditorFlags.BatchingStatic | StaticEditorFlags.OccludeeStatic);
|
|
6875
|
+
}
|
|
6876
|
+
|
|
6877
|
+
Undo.CollapseUndoOperations(undoGroup);
|
|
6878
|
+
return $"Set static flags on {selected.Length} objects";
|
|
6879
|
+
\`\`\`
|
|
6880
|
+
|
|
6881
|
+
## Batch Process with Progress Bar
|
|
6882
|
+
|
|
6883
|
+
\`\`\`csharp
|
|
6884
|
+
using UnityEditor;
|
|
6885
|
+
|
|
6886
|
+
string[] guids = AssetDatabase.FindAssets("t:Texture2D");
|
|
6887
|
+
if (guids.Length == 0)
|
|
6888
|
+
{
|
|
6889
|
+
return "No textures found";
|
|
6890
|
+
}
|
|
6891
|
+
|
|
6892
|
+
int processed = 0;
|
|
6893
|
+
foreach (string guid in guids)
|
|
6894
|
+
{
|
|
6895
|
+
string path = AssetDatabase.GUIDToAssetPath(guid);
|
|
6896
|
+
TextureImporter importer = AssetImporter.GetAtPath(path) as TextureImporter;
|
|
6897
|
+
if (importer != null && importer.maxTextureSize > 1024)
|
|
6898
|
+
{
|
|
6899
|
+
importer.maxTextureSize = 1024;
|
|
6900
|
+
importer.SaveAndReimport();
|
|
6901
|
+
processed++;
|
|
6902
|
+
}
|
|
6903
|
+
|
|
6904
|
+
if (processed % 10 == 0)
|
|
6905
|
+
{
|
|
6906
|
+
EditorUtility.DisplayProgressBar("Processing Textures", path, (float)processed / guids.Length);
|
|
6907
|
+
}
|
|
6908
|
+
}
|
|
6909
|
+
|
|
6910
|
+
EditorUtility.ClearProgressBar();
|
|
6911
|
+
return $"Resized {processed} textures to max 1024";
|
|
6912
|
+
\`\`\`
|
|
6913
|
+
|
|
6914
|
+
## Batch Align Objects
|
|
6915
|
+
|
|
6916
|
+
\`\`\`csharp
|
|
6917
|
+
using UnityEditor;
|
|
6918
|
+
|
|
6919
|
+
GameObject[] selected = Selection.gameObjects;
|
|
6920
|
+
if (selected.Length < 2)
|
|
6921
|
+
{
|
|
6922
|
+
return "Select at least 2 objects";
|
|
6923
|
+
}
|
|
6924
|
+
|
|
6925
|
+
int undoGroup = Undo.GetCurrentGroup();
|
|
6926
|
+
Undo.SetCurrentGroupName("Align Objects");
|
|
6927
|
+
|
|
6928
|
+
float startX = selected[0].transform.position.x;
|
|
6929
|
+
float spacing = 2f;
|
|
6930
|
+
|
|
6931
|
+
for (int i = 0; i < selected.Length; i++)
|
|
6932
|
+
{
|
|
6933
|
+
Undo.RecordObject(selected[i].transform, "");
|
|
6934
|
+
Vector3 pos = selected[i].transform.position;
|
|
6935
|
+
pos.x = startX + (i * spacing);
|
|
6936
|
+
selected[i].transform.position = pos;
|
|
6937
|
+
}
|
|
6938
|
+
|
|
6939
|
+
Undo.CollapseUndoOperations(undoGroup);
|
|
6940
|
+
return $"Aligned {selected.Length} objects with {spacing}m spacing";
|
|
6941
|
+
\`\`\`
|
|
6942
|
+
|
|
6943
|
+
## Batch Rename Assets (Undo-supported)
|
|
6944
|
+
|
|
6945
|
+
\`\`\`csharp
|
|
6946
|
+
using UnityEditor;
|
|
6947
|
+
|
|
6948
|
+
// ObjectNames.SetNameSmart() supports Undo (AssetDatabase.RenameAsset() does NOT)
|
|
6949
|
+
Object[] selected = Selection.objects;
|
|
6950
|
+
if (selected.Length == 0)
|
|
6951
|
+
{
|
|
6952
|
+
return "No assets selected";
|
|
6953
|
+
}
|
|
6954
|
+
|
|
6955
|
+
for (int i = 0; i < selected.Length; i++)
|
|
6956
|
+
{
|
|
6957
|
+
string newName = $"{i:D3}_{selected[i].name}";
|
|
6958
|
+
ObjectNames.SetNameSmart(selected[i], newName);
|
|
6959
|
+
}
|
|
6960
|
+
|
|
6961
|
+
AssetDatabase.SaveAssets();
|
|
6962
|
+
return $"Renamed {selected.Length} assets";
|
|
6963
|
+
\`\`\`
|
|
6964
|
+
|
|
6965
|
+
## Batch Replace Material
|
|
6966
|
+
|
|
6967
|
+
\`\`\`csharp
|
|
6968
|
+
using UnityEditor;
|
|
6969
|
+
|
|
6970
|
+
GameObject[] selected = Selection.gameObjects;
|
|
6971
|
+
if (selected.Length == 0)
|
|
6972
|
+
{
|
|
6973
|
+
return "No GameObjects selected";
|
|
6974
|
+
}
|
|
6975
|
+
|
|
6976
|
+
string materialPath = "Assets/Materials/NewMaterial.mat";
|
|
6977
|
+
Material newMat = AssetDatabase.LoadAssetAtPath<Material>(materialPath);
|
|
6978
|
+
if (newMat == null)
|
|
6979
|
+
{
|
|
6980
|
+
return $"Material not found at {materialPath}";
|
|
6981
|
+
}
|
|
6982
|
+
|
|
6983
|
+
int undoGroup = Undo.GetCurrentGroup();
|
|
6984
|
+
Undo.SetCurrentGroupName("Batch Replace Material");
|
|
6985
|
+
|
|
6986
|
+
int replaced = 0;
|
|
6987
|
+
foreach (GameObject obj in selected)
|
|
6988
|
+
{
|
|
6989
|
+
MeshRenderer renderer = obj.GetComponent<MeshRenderer>();
|
|
6990
|
+
if (renderer != null)
|
|
6991
|
+
{
|
|
6992
|
+
Undo.RecordObject(renderer, "");
|
|
6993
|
+
renderer.sharedMaterial = newMat;
|
|
6994
|
+
replaced++;
|
|
6995
|
+
}
|
|
6996
|
+
}
|
|
6997
|
+
|
|
6998
|
+
Undo.CollapseUndoOperations(undoGroup);
|
|
6999
|
+
return $"Replaced material on {replaced} objects";
|
|
7000
|
+
\`\`\`
|
|
7001
|
+
|
|
7002
|
+
`,
|
|
7003
|
+
"examples/cleanup-operations.md": `# Cleanup Operations
|
|
7004
|
+
|
|
7005
|
+
Code examples for project cleanup operations using \`execute-dynamic-code\`.
|
|
7006
|
+
|
|
7007
|
+
## Detect Missing Scripts on GameObject
|
|
7008
|
+
|
|
7009
|
+
\`\`\`csharp
|
|
7010
|
+
using UnityEditor;
|
|
7011
|
+
|
|
7012
|
+
GameObject selected = Selection.activeGameObject;
|
|
7013
|
+
if (selected == null)
|
|
7014
|
+
{
|
|
7015
|
+
return "No GameObject selected";
|
|
7016
|
+
}
|
|
7017
|
+
|
|
7018
|
+
int missingCount = GameObjectUtility.GetMonoBehavioursWithMissingScriptCount(selected);
|
|
7019
|
+
return $"{selected.name} has {missingCount} missing script(s)";
|
|
7020
|
+
\`\`\`
|
|
7021
|
+
|
|
7022
|
+
## Remove Missing Scripts from GameObject
|
|
7023
|
+
|
|
7024
|
+
\`\`\`csharp
|
|
7025
|
+
using UnityEditor;
|
|
7026
|
+
|
|
7027
|
+
GameObject selected = Selection.activeGameObject;
|
|
7028
|
+
if (selected == null)
|
|
7029
|
+
{
|
|
7030
|
+
return "No GameObject selected";
|
|
7031
|
+
}
|
|
7032
|
+
|
|
7033
|
+
int removedCount = GameObjectUtility.RemoveMonoBehavioursWithMissingScript(selected);
|
|
7034
|
+
return $"Removed {removedCount} missing script(s) from {selected.name}";
|
|
7035
|
+
\`\`\`
|
|
7036
|
+
|
|
7037
|
+
## Scan Scene for Missing Scripts
|
|
7038
|
+
|
|
7039
|
+
\`\`\`csharp
|
|
7040
|
+
using UnityEditor;
|
|
7041
|
+
|
|
7042
|
+
GameObject[] allObjects = Object.FindObjectsByType<GameObject>(FindObjectsSortMode.None);
|
|
7043
|
+
List<string> objectsWithMissing = new List<string>();
|
|
7044
|
+
|
|
7045
|
+
foreach (GameObject obj in allObjects)
|
|
7046
|
+
{
|
|
7047
|
+
int count = GameObjectUtility.GetMonoBehavioursWithMissingScriptCount(obj);
|
|
7048
|
+
if (count > 0)
|
|
7049
|
+
{
|
|
7050
|
+
objectsWithMissing.Add($"{obj.name} ({count})");
|
|
7051
|
+
}
|
|
7052
|
+
}
|
|
7053
|
+
|
|
7054
|
+
if (objectsWithMissing.Count == 0)
|
|
7055
|
+
{
|
|
7056
|
+
return "No missing scripts found in scene";
|
|
7057
|
+
}
|
|
7058
|
+
|
|
7059
|
+
return $"Objects with missing scripts: {string.Join(", ", objectsWithMissing)}";
|
|
7060
|
+
\`\`\`
|
|
7061
|
+
|
|
7062
|
+
## Remove All Missing Scripts from Scene
|
|
7063
|
+
|
|
7064
|
+
\`\`\`csharp
|
|
7065
|
+
using UnityEditor;
|
|
7066
|
+
|
|
7067
|
+
GameObject[] allObjects = Object.FindObjectsByType<GameObject>(FindObjectsSortMode.None);
|
|
7068
|
+
int totalRemoved = 0;
|
|
7069
|
+
|
|
7070
|
+
int undoGroup = Undo.GetCurrentGroup();
|
|
7071
|
+
Undo.SetCurrentGroupName("Remove All Missing Scripts");
|
|
7072
|
+
|
|
7073
|
+
foreach (GameObject obj in allObjects)
|
|
7074
|
+
{
|
|
7075
|
+
int removed = GameObjectUtility.RemoveMonoBehavioursWithMissingScript(obj);
|
|
7076
|
+
totalRemoved += removed;
|
|
7077
|
+
}
|
|
7078
|
+
|
|
7079
|
+
Undo.CollapseUndoOperations(undoGroup);
|
|
7080
|
+
return $"Removed {totalRemoved} missing scripts from scene";
|
|
7081
|
+
\`\`\`
|
|
7082
|
+
|
|
7083
|
+
## Detect Missing References in Component
|
|
7084
|
+
|
|
7085
|
+
\`\`\`csharp
|
|
7086
|
+
using UnityEditor;
|
|
7087
|
+
|
|
7088
|
+
GameObject selected = Selection.activeGameObject;
|
|
7089
|
+
if (selected == null)
|
|
7090
|
+
{
|
|
7091
|
+
return "No GameObject selected";
|
|
7092
|
+
}
|
|
7093
|
+
|
|
7094
|
+
List<string> missingRefs = new List<string>();
|
|
7095
|
+
|
|
7096
|
+
Component[] components = selected.GetComponents<Component>();
|
|
7097
|
+
foreach (Component comp in components)
|
|
7098
|
+
{
|
|
7099
|
+
if (comp == null) continue;
|
|
7100
|
+
|
|
7101
|
+
SerializedObject so = new SerializedObject(comp);
|
|
7102
|
+
SerializedProperty prop = so.GetIterator();
|
|
7103
|
+
|
|
7104
|
+
while (prop.NextVisible(true))
|
|
7105
|
+
{
|
|
7106
|
+
if (prop.propertyType == SerializedPropertyType.ObjectReference)
|
|
7107
|
+
{
|
|
7108
|
+
if (prop.objectReferenceValue == null && prop.objectReferenceInstanceIDValue != 0)
|
|
7109
|
+
{
|
|
7110
|
+
missingRefs.Add($"{comp.GetType().Name}.{prop.name}");
|
|
7111
|
+
}
|
|
7112
|
+
}
|
|
7113
|
+
}
|
|
7114
|
+
}
|
|
7115
|
+
|
|
7116
|
+
if (missingRefs.Count == 0)
|
|
7117
|
+
{
|
|
7118
|
+
return "No missing references found";
|
|
7119
|
+
}
|
|
7120
|
+
|
|
7121
|
+
return $"Missing references: {string.Join(", ", missingRefs)}";
|
|
7122
|
+
\`\`\`
|
|
7123
|
+
|
|
7124
|
+
## Scan Scene for Missing References
|
|
7125
|
+
|
|
7126
|
+
\`\`\`csharp
|
|
7127
|
+
using UnityEditor;
|
|
7128
|
+
|
|
7129
|
+
GameObject[] allObjects = Object.FindObjectsByType<GameObject>(FindObjectsSortMode.None);
|
|
7130
|
+
List<string> results = new List<string>();
|
|
7131
|
+
|
|
7132
|
+
foreach (GameObject obj in allObjects)
|
|
7133
|
+
{
|
|
7134
|
+
Component[] components = obj.GetComponents<Component>();
|
|
7135
|
+
foreach (Component comp in components)
|
|
7136
|
+
{
|
|
7137
|
+
if (comp == null) continue;
|
|
7138
|
+
|
|
7139
|
+
SerializedObject so = new SerializedObject(comp);
|
|
7140
|
+
SerializedProperty prop = so.GetIterator();
|
|
7141
|
+
|
|
7142
|
+
while (prop.NextVisible(true))
|
|
7143
|
+
{
|
|
7144
|
+
if (prop.propertyType == SerializedPropertyType.ObjectReference)
|
|
7145
|
+
{
|
|
7146
|
+
if (prop.objectReferenceValue == null && prop.objectReferenceInstanceIDValue != 0)
|
|
7147
|
+
{
|
|
7148
|
+
results.Add($"{obj.name}/{comp.GetType().Name}.{prop.name}");
|
|
7149
|
+
}
|
|
7150
|
+
}
|
|
7151
|
+
}
|
|
7152
|
+
}
|
|
7153
|
+
}
|
|
7154
|
+
|
|
7155
|
+
if (results.Count == 0)
|
|
7156
|
+
{
|
|
7157
|
+
return "No missing references found in scene";
|
|
7158
|
+
}
|
|
7159
|
+
|
|
7160
|
+
return $"Missing references ({results.Count}): {string.Join(", ", results.Take(10))}...";
|
|
7161
|
+
\`\`\`
|
|
7162
|
+
|
|
7163
|
+
## Find Unused Materials in Project
|
|
7164
|
+
|
|
7165
|
+
\`\`\`csharp
|
|
7166
|
+
using UnityEditor;
|
|
7167
|
+
|
|
7168
|
+
string[] materialGuids = AssetDatabase.FindAssets("t:Material");
|
|
7169
|
+
HashSet<string> usedMaterials = new HashSet<string>();
|
|
7170
|
+
|
|
7171
|
+
string[] prefabGuids = AssetDatabase.FindAssets("t:Prefab");
|
|
7172
|
+
foreach (string guid in prefabGuids)
|
|
7173
|
+
{
|
|
7174
|
+
string path = AssetDatabase.GUIDToAssetPath(guid);
|
|
7175
|
+
string[] deps = AssetDatabase.GetDependencies(path, true);
|
|
7176
|
+
foreach (string dep in deps)
|
|
7177
|
+
{
|
|
7178
|
+
if (dep.EndsWith(".mat"))
|
|
7179
|
+
{
|
|
7180
|
+
usedMaterials.Add(dep);
|
|
7181
|
+
}
|
|
7182
|
+
}
|
|
7183
|
+
}
|
|
7184
|
+
|
|
7185
|
+
List<string> unusedMaterials = new List<string>();
|
|
7186
|
+
foreach (string guid in materialGuids)
|
|
7187
|
+
{
|
|
7188
|
+
string path = AssetDatabase.GUIDToAssetPath(guid);
|
|
7189
|
+
if (!usedMaterials.Contains(path))
|
|
7190
|
+
{
|
|
7191
|
+
unusedMaterials.Add(path);
|
|
7192
|
+
}
|
|
7193
|
+
}
|
|
7194
|
+
|
|
7195
|
+
return $"Found {unusedMaterials.Count} potentially unused materials";
|
|
7196
|
+
\`\`\`
|
|
7197
|
+
|
|
7198
|
+
## Find Empty GameObjects
|
|
7199
|
+
|
|
7200
|
+
\`\`\`csharp
|
|
7201
|
+
using UnityEditor;
|
|
7202
|
+
|
|
7203
|
+
GameObject[] allObjects = Object.FindObjectsByType<GameObject>(FindObjectsSortMode.None);
|
|
7204
|
+
List<string> emptyObjects = new List<string>();
|
|
7205
|
+
|
|
7206
|
+
foreach (GameObject obj in allObjects)
|
|
7207
|
+
{
|
|
7208
|
+
Component[] components = obj.GetComponents<Component>();
|
|
7209
|
+
if (components.Length == 1 && obj.transform.childCount == 0)
|
|
7210
|
+
{
|
|
7211
|
+
emptyObjects.Add(obj.name);
|
|
7212
|
+
}
|
|
7213
|
+
}
|
|
7214
|
+
|
|
7215
|
+
if (emptyObjects.Count == 0)
|
|
7216
|
+
{
|
|
7217
|
+
return "No empty GameObjects found";
|
|
7218
|
+
}
|
|
7219
|
+
|
|
7220
|
+
return $"Empty objects ({emptyObjects.Count}): {string.Join(", ", emptyObjects.Take(20))}";
|
|
7221
|
+
\`\`\`
|
|
7222
|
+
|
|
7223
|
+
## Find Duplicate Names in Hierarchy
|
|
7224
|
+
|
|
7225
|
+
\`\`\`csharp
|
|
7226
|
+
using UnityEditor;
|
|
7227
|
+
|
|
7228
|
+
GameObject[] allObjects = Object.FindObjectsByType<GameObject>(FindObjectsSortMode.None);
|
|
7229
|
+
Dictionary<string, int> nameCounts = new Dictionary<string, int>();
|
|
7230
|
+
|
|
7231
|
+
foreach (GameObject obj in allObjects)
|
|
7232
|
+
{
|
|
7233
|
+
if (nameCounts.ContainsKey(obj.name))
|
|
7234
|
+
{
|
|
7235
|
+
nameCounts[obj.name]++;
|
|
7236
|
+
}
|
|
7237
|
+
else
|
|
7238
|
+
{
|
|
7239
|
+
nameCounts[obj.name] = 1;
|
|
7240
|
+
}
|
|
7241
|
+
}
|
|
7242
|
+
|
|
7243
|
+
List<string> duplicates = new List<string>();
|
|
7244
|
+
foreach (KeyValuePair<string, int> kvp in nameCounts)
|
|
7245
|
+
{
|
|
7246
|
+
if (kvp.Value > 1)
|
|
7247
|
+
{
|
|
7248
|
+
duplicates.Add($"{kvp.Key} ({kvp.Value})");
|
|
7249
|
+
}
|
|
7250
|
+
}
|
|
7251
|
+
|
|
7252
|
+
if (duplicates.Count == 0)
|
|
7253
|
+
{
|
|
7254
|
+
return "No duplicate names found";
|
|
7255
|
+
}
|
|
7256
|
+
|
|
7257
|
+
return $"Duplicate names: {string.Join(", ", duplicates.Take(15))}";
|
|
7258
|
+
\`\`\`
|
|
7259
|
+
|
|
7260
|
+
## Check for Broken Prefab Instances
|
|
7261
|
+
|
|
7262
|
+
\`\`\`csharp
|
|
7263
|
+
using UnityEditor;
|
|
7264
|
+
|
|
7265
|
+
GameObject[] allObjects = Object.FindObjectsByType<GameObject>(FindObjectsSortMode.None);
|
|
7266
|
+
List<string> brokenPrefabs = new List<string>();
|
|
7267
|
+
|
|
7268
|
+
foreach (GameObject obj in allObjects)
|
|
7269
|
+
{
|
|
7270
|
+
if (PrefabUtility.IsPartOfPrefabInstance(obj))
|
|
7271
|
+
{
|
|
7272
|
+
GameObject prefabAsset = PrefabUtility.GetCorrespondingObjectFromSource(obj);
|
|
7273
|
+
if (prefabAsset == null)
|
|
7274
|
+
{
|
|
7275
|
+
brokenPrefabs.Add(obj.name);
|
|
7276
|
+
}
|
|
7277
|
+
}
|
|
7278
|
+
}
|
|
7279
|
+
|
|
7280
|
+
if (brokenPrefabs.Count == 0)
|
|
7281
|
+
{
|
|
7282
|
+
return "No broken prefab instances found";
|
|
7283
|
+
}
|
|
7284
|
+
|
|
7285
|
+
return $"Broken prefab instances: {string.Join(", ", brokenPrefabs)}";
|
|
7286
|
+
\`\`\`
|
|
7287
|
+
|
|
7288
|
+
## Find Objects with Negative Scale
|
|
7289
|
+
|
|
7290
|
+
\`\`\`csharp
|
|
7291
|
+
using UnityEditor;
|
|
7292
|
+
|
|
7293
|
+
GameObject[] allObjects = Object.FindObjectsByType<GameObject>(FindObjectsSortMode.None);
|
|
7294
|
+
List<string> negativeScale = new List<string>();
|
|
7295
|
+
|
|
7296
|
+
foreach (GameObject obj in allObjects)
|
|
7297
|
+
{
|
|
7298
|
+
Vector3 scale = obj.transform.localScale;
|
|
7299
|
+
if (scale.x < 0 || scale.y < 0 || scale.z < 0)
|
|
7300
|
+
{
|
|
7301
|
+
negativeScale.Add($"{obj.name} ({scale})");
|
|
7302
|
+
}
|
|
7303
|
+
}
|
|
7304
|
+
|
|
7305
|
+
if (negativeScale.Count == 0)
|
|
7306
|
+
{
|
|
7307
|
+
return "No objects with negative scale found";
|
|
7308
|
+
}
|
|
7309
|
+
|
|
7310
|
+
return $"Negative scale objects: {string.Join(", ", negativeScale.Take(10))}";
|
|
7311
|
+
\`\`\`
|
|
7312
|
+
|
|
7313
|
+
## Remove Empty Parent GameObjects
|
|
7314
|
+
|
|
7315
|
+
\`\`\`csharp
|
|
7316
|
+
using UnityEditor;
|
|
7317
|
+
|
|
7318
|
+
GameObject[] allObjects = Object.FindObjectsByType<GameObject>(FindObjectsSortMode.None);
|
|
7319
|
+
|
|
7320
|
+
int undoGroup = Undo.GetCurrentGroup();
|
|
7321
|
+
Undo.SetCurrentGroupName("Remove Empty Parents");
|
|
7322
|
+
|
|
7323
|
+
int removedCount = 0;
|
|
7324
|
+
foreach (GameObject obj in allObjects)
|
|
7325
|
+
{
|
|
7326
|
+
if (obj == null) continue;
|
|
7327
|
+
|
|
7328
|
+
Component[] components = obj.GetComponents<Component>();
|
|
7329
|
+
if (components.Length == 1 && obj.transform.childCount == 0)
|
|
7330
|
+
{
|
|
7331
|
+
Undo.DestroyObjectImmediate(obj);
|
|
7332
|
+
removedCount++;
|
|
7333
|
+
}
|
|
7334
|
+
}
|
|
7335
|
+
|
|
7336
|
+
Undo.CollapseUndoOperations(undoGroup);
|
|
7337
|
+
return $"Removed {removedCount} empty GameObjects";
|
|
7338
|
+
\`\`\`
|
|
7339
|
+
|
|
7340
|
+
## Find Large Meshes
|
|
7341
|
+
|
|
7342
|
+
\`\`\`csharp
|
|
7343
|
+
using UnityEditor;
|
|
7344
|
+
|
|
7345
|
+
string[] meshGuids = AssetDatabase.FindAssets("t:Mesh");
|
|
7346
|
+
List<string> largeMeshes = new List<string>();
|
|
7347
|
+
int threshold = 10000;
|
|
7348
|
+
|
|
7349
|
+
foreach (string guid in meshGuids)
|
|
7350
|
+
{
|
|
7351
|
+
string path = AssetDatabase.GUIDToAssetPath(guid);
|
|
7352
|
+
Mesh mesh = AssetDatabase.LoadAssetAtPath<Mesh>(path);
|
|
7353
|
+
if (mesh != null && mesh.vertexCount > threshold)
|
|
7354
|
+
{
|
|
7355
|
+
largeMeshes.Add($"{path} ({mesh.vertexCount} verts)");
|
|
7356
|
+
}
|
|
7357
|
+
}
|
|
7358
|
+
|
|
7359
|
+
if (largeMeshes.Count == 0)
|
|
7360
|
+
{
|
|
7361
|
+
return $"No meshes with more than {threshold} vertices found";
|
|
7362
|
+
}
|
|
7363
|
+
|
|
7364
|
+
return $"Large meshes: {string.Join(", ", largeMeshes.Take(10))}";
|
|
7365
|
+
\`\`\`
|
|
7366
|
+
|
|
7367
|
+
## Validate Asset References
|
|
7368
|
+
|
|
7369
|
+
\`\`\`csharp
|
|
7370
|
+
using UnityEditor;
|
|
7371
|
+
|
|
7372
|
+
string[] guids = AssetDatabase.FindAssets("t:ScriptableObject", new[] { "Assets/Data" });
|
|
7373
|
+
List<string> invalidRefs = new List<string>();
|
|
7374
|
+
|
|
7375
|
+
foreach (string guid in guids)
|
|
7376
|
+
{
|
|
7377
|
+
string path = AssetDatabase.GUIDToAssetPath(guid);
|
|
7378
|
+
ScriptableObject so = AssetDatabase.LoadAssetAtPath<ScriptableObject>(path);
|
|
7379
|
+
if (so == null) continue;
|
|
7380
|
+
|
|
7381
|
+
SerializedObject serializedObj = new SerializedObject(so);
|
|
7382
|
+
SerializedProperty prop = serializedObj.GetIterator();
|
|
7383
|
+
|
|
7384
|
+
while (prop.NextVisible(true))
|
|
7385
|
+
{
|
|
7386
|
+
if (prop.propertyType == SerializedPropertyType.ObjectReference)
|
|
7387
|
+
{
|
|
7388
|
+
if (prop.objectReferenceValue == null && prop.objectReferenceInstanceIDValue != 0)
|
|
7389
|
+
{
|
|
7390
|
+
invalidRefs.Add($"{path}: {prop.name}");
|
|
7391
|
+
}
|
|
7392
|
+
}
|
|
7393
|
+
}
|
|
7394
|
+
}
|
|
7395
|
+
|
|
7396
|
+
if (invalidRefs.Count == 0)
|
|
7397
|
+
{
|
|
7398
|
+
return "All asset references are valid";
|
|
7399
|
+
}
|
|
7400
|
+
|
|
7401
|
+
return $"Invalid references ({invalidRefs.Count}): {string.Join(", ", invalidRefs.Take(10))}";
|
|
7402
|
+
\`\`\`
|
|
7403
|
+
|
|
7404
|
+
`,
|
|
7405
|
+
"examples/material-operations.md": `# Material Operations
|
|
7406
|
+
|
|
7407
|
+
Code examples for Material operations using \`execute-dynamic-code\`.
|
|
7408
|
+
|
|
7409
|
+
## Create a New Material
|
|
7410
|
+
|
|
7411
|
+
\`\`\`csharp
|
|
7412
|
+
using UnityEditor;
|
|
7413
|
+
|
|
7414
|
+
Shader shader = Shader.Find("Standard");
|
|
7415
|
+
Material mat = new Material(shader);
|
|
7416
|
+
mat.name = "MyMaterial";
|
|
7417
|
+
string path = "Assets/Materials/MyMaterial.mat";
|
|
7418
|
+
AssetDatabase.CreateAsset(mat, path);
|
|
7419
|
+
AssetDatabase.SaveAssets();
|
|
7420
|
+
return $"Material created at {path}";
|
|
7421
|
+
\`\`\`
|
|
7422
|
+
|
|
7423
|
+
## Set Material Color
|
|
7424
|
+
|
|
7425
|
+
\`\`\`csharp
|
|
7426
|
+
using UnityEditor;
|
|
7427
|
+
|
|
7428
|
+
string matPath = "Assets/Materials/MyMaterial.mat";
|
|
7429
|
+
Material mat = AssetDatabase.LoadAssetAtPath<Material>(matPath);
|
|
7430
|
+
mat.SetColor("_Color", new Color(1f, 0.5f, 0f, 1f));
|
|
7431
|
+
EditorUtility.SetDirty(mat);
|
|
7432
|
+
AssetDatabase.SaveAssets();
|
|
7433
|
+
return "Material color set to orange";
|
|
7434
|
+
\`\`\`
|
|
7435
|
+
|
|
7436
|
+
## Set Material Properties (Float, Vector)
|
|
7437
|
+
|
|
7438
|
+
\`\`\`csharp
|
|
7439
|
+
using UnityEditor;
|
|
7440
|
+
|
|
7441
|
+
string matPath = "Assets/Materials/MyMaterial.mat";
|
|
7442
|
+
Material mat = AssetDatabase.LoadAssetAtPath<Material>(matPath);
|
|
7443
|
+
|
|
7444
|
+
mat.SetFloat("_Metallic", 0.8f);
|
|
7445
|
+
mat.SetFloat("_Glossiness", 0.6f);
|
|
7446
|
+
mat.SetVector("_EmissionColor", new Vector4(1, 1, 0, 1));
|
|
7447
|
+
|
|
7448
|
+
EditorUtility.SetDirty(mat);
|
|
7449
|
+
AssetDatabase.SaveAssets();
|
|
7450
|
+
return "Material properties updated";
|
|
7451
|
+
\`\`\`
|
|
7452
|
+
|
|
7453
|
+
## Assign Texture to Material
|
|
7454
|
+
|
|
7455
|
+
\`\`\`csharp
|
|
7456
|
+
using UnityEditor;
|
|
7457
|
+
|
|
7458
|
+
string matPath = "Assets/Materials/MyMaterial.mat";
|
|
7459
|
+
string texPath = "Assets/Textures/MyTexture.png";
|
|
7460
|
+
|
|
7461
|
+
Material mat = AssetDatabase.LoadAssetAtPath<Material>(matPath);
|
|
7462
|
+
Texture2D tex = AssetDatabase.LoadAssetAtPath<Texture2D>(texPath);
|
|
7463
|
+
|
|
7464
|
+
mat.SetTexture("_MainTex", tex);
|
|
7465
|
+
EditorUtility.SetDirty(mat);
|
|
7466
|
+
AssetDatabase.SaveAssets();
|
|
7467
|
+
return $"Assigned {tex.name} to material";
|
|
7468
|
+
\`\`\`
|
|
7469
|
+
|
|
7470
|
+
## Assign Material to GameObject
|
|
7471
|
+
|
|
7472
|
+
\`\`\`csharp
|
|
7473
|
+
using UnityEditor;
|
|
7474
|
+
|
|
7475
|
+
string matPath = "Assets/Materials/MyMaterial.mat";
|
|
7476
|
+
Material mat = AssetDatabase.LoadAssetAtPath<Material>(matPath);
|
|
7477
|
+
|
|
7478
|
+
GameObject selected = Selection.activeGameObject;
|
|
7479
|
+
if (selected == null)
|
|
7480
|
+
{
|
|
7481
|
+
return "No GameObject selected";
|
|
7482
|
+
}
|
|
7483
|
+
|
|
7484
|
+
Renderer renderer = selected.GetComponent<Renderer>();
|
|
7485
|
+
if (renderer == null)
|
|
7486
|
+
{
|
|
7487
|
+
return "Selected object has no Renderer";
|
|
7488
|
+
}
|
|
7489
|
+
|
|
7490
|
+
renderer.sharedMaterial = mat;
|
|
7491
|
+
EditorUtility.SetDirty(selected);
|
|
7492
|
+
return $"Assigned {mat.name} to {selected.name}";
|
|
7493
|
+
\`\`\`
|
|
7494
|
+
|
|
7495
|
+
## Enable/Disable Material Keywords
|
|
7496
|
+
|
|
7497
|
+
\`\`\`csharp
|
|
7498
|
+
using UnityEditor;
|
|
7499
|
+
|
|
7500
|
+
string matPath = "Assets/Materials/MyMaterial.mat";
|
|
7501
|
+
Material mat = AssetDatabase.LoadAssetAtPath<Material>(matPath);
|
|
7502
|
+
|
|
7503
|
+
mat.EnableKeyword("_EMISSION");
|
|
7504
|
+
mat.globalIlluminationFlags = MaterialGlobalIlluminationFlags.RealtimeEmissive;
|
|
7505
|
+
|
|
7506
|
+
EditorUtility.SetDirty(mat);
|
|
7507
|
+
AssetDatabase.SaveAssets();
|
|
7508
|
+
return "Emission enabled on material";
|
|
7509
|
+
\`\`\`
|
|
7510
|
+
|
|
7511
|
+
## Find All Materials Using a Shader
|
|
7512
|
+
|
|
7513
|
+
\`\`\`csharp
|
|
7514
|
+
using UnityEditor;
|
|
7515
|
+
|
|
7516
|
+
string shaderName = "Standard";
|
|
7517
|
+
string[] guids = AssetDatabase.FindAssets("t:Material");
|
|
7518
|
+
List<string> matchingMaterials = new List<string>();
|
|
7519
|
+
|
|
7520
|
+
foreach (string guid in guids)
|
|
7521
|
+
{
|
|
7522
|
+
string path = AssetDatabase.GUIDToAssetPath(guid);
|
|
7523
|
+
Material mat = AssetDatabase.LoadAssetAtPath<Material>(path);
|
|
7524
|
+
if (mat != null && mat.shader != null && mat.shader.name == shaderName)
|
|
7525
|
+
{
|
|
7526
|
+
matchingMaterials.Add(path);
|
|
7527
|
+
}
|
|
7528
|
+
}
|
|
7529
|
+
return $"Found {matchingMaterials.Count} materials using {shaderName}";
|
|
7530
|
+
\`\`\`
|
|
7531
|
+
|
|
7532
|
+
## Duplicate Material
|
|
7533
|
+
|
|
7534
|
+
\`\`\`csharp
|
|
7535
|
+
using UnityEditor;
|
|
7536
|
+
|
|
7537
|
+
string sourcePath = "Assets/Materials/MyMaterial.mat";
|
|
7538
|
+
string destPath = "Assets/Materials/MyMaterial_Copy.mat";
|
|
7539
|
+
|
|
7540
|
+
Material source = AssetDatabase.LoadAssetAtPath<Material>(sourcePath);
|
|
7541
|
+
Material copy = new Material(source);
|
|
7542
|
+
AssetDatabase.CreateAsset(copy, destPath);
|
|
7543
|
+
AssetDatabase.SaveAssets();
|
|
7544
|
+
return $"Material duplicated to {destPath}";
|
|
7545
|
+
\`\`\`
|
|
7546
|
+
`,
|
|
7547
|
+
"examples/prefab-operations.md": `# Prefab Operations
|
|
7548
|
+
|
|
7549
|
+
Code examples for Prefab operations using \`execute-dynamic-code\`.
|
|
7550
|
+
|
|
7551
|
+
## Create a Prefab from GameObject
|
|
7552
|
+
|
|
7553
|
+
\`\`\`csharp
|
|
7554
|
+
using UnityEditor;
|
|
7555
|
+
|
|
7556
|
+
GameObject cube = GameObject.CreatePrimitive(PrimitiveType.Cube);
|
|
7557
|
+
cube.name = "MyCube";
|
|
7558
|
+
string path = "Assets/Prefabs/MyCube.prefab";
|
|
7559
|
+
PrefabUtility.SaveAsPrefabAsset(cube, path);
|
|
7560
|
+
Object.DestroyImmediate(cube);
|
|
7561
|
+
return $"Prefab created at {path}";
|
|
7562
|
+
\`\`\`
|
|
7563
|
+
|
|
7564
|
+
## Instantiate a Prefab
|
|
7565
|
+
|
|
7566
|
+
\`\`\`csharp
|
|
7567
|
+
using UnityEditor;
|
|
7568
|
+
|
|
7569
|
+
string prefabPath = "Assets/Prefabs/MyCube.prefab";
|
|
7570
|
+
GameObject prefab = AssetDatabase.LoadAssetAtPath<GameObject>(prefabPath);
|
|
7571
|
+
if (prefab == null)
|
|
7572
|
+
{
|
|
7573
|
+
return $"Prefab not found at {prefabPath}";
|
|
7574
|
+
}
|
|
7575
|
+
|
|
7576
|
+
GameObject instance = (GameObject)PrefabUtility.InstantiatePrefab(prefab);
|
|
7577
|
+
instance.transform.position = new Vector3(0, 1, 0);
|
|
7578
|
+
return $"Instantiated {instance.name}";
|
|
7579
|
+
\`\`\`
|
|
7580
|
+
|
|
7581
|
+
## Add Component to Prefab
|
|
7582
|
+
|
|
7583
|
+
\`\`\`csharp
|
|
7584
|
+
using UnityEditor;
|
|
7585
|
+
|
|
7586
|
+
string prefabPath = "Assets/Prefabs/MyCube.prefab";
|
|
7587
|
+
GameObject prefab = AssetDatabase.LoadAssetAtPath<GameObject>(prefabPath);
|
|
7588
|
+
string assetPath = AssetDatabase.GetAssetPath(prefab);
|
|
7589
|
+
|
|
7590
|
+
using (PrefabUtility.EditPrefabContentsScope scope = new PrefabUtility.EditPrefabContentsScope(assetPath))
|
|
7591
|
+
{
|
|
7592
|
+
GameObject root = scope.prefabContentsRoot;
|
|
7593
|
+
if (root.GetComponent<Rigidbody>() == null)
|
|
7594
|
+
{
|
|
7595
|
+
root.AddComponent<Rigidbody>();
|
|
7596
|
+
}
|
|
7597
|
+
}
|
|
7598
|
+
return "Added Rigidbody to prefab";
|
|
7599
|
+
\`\`\`
|
|
7600
|
+
|
|
7601
|
+
## Modify Prefab Properties
|
|
7602
|
+
|
|
7603
|
+
\`\`\`csharp
|
|
7604
|
+
using UnityEditor;
|
|
7605
|
+
|
|
7606
|
+
string prefabPath = "Assets/Prefabs/MyCube.prefab";
|
|
7607
|
+
GameObject prefab = AssetDatabase.LoadAssetAtPath<GameObject>(prefabPath);
|
|
7608
|
+
|
|
7609
|
+
using (PrefabUtility.EditPrefabContentsScope scope = new PrefabUtility.EditPrefabContentsScope(prefabPath))
|
|
7610
|
+
{
|
|
7611
|
+
GameObject root = scope.prefabContentsRoot;
|
|
7612
|
+
root.transform.localScale = new Vector3(2, 2, 2);
|
|
7613
|
+
|
|
7614
|
+
MeshRenderer renderer = root.GetComponent<MeshRenderer>();
|
|
7615
|
+
if (renderer != null)
|
|
7616
|
+
{
|
|
7617
|
+
renderer.sharedMaterial.color = Color.red;
|
|
7618
|
+
}
|
|
7619
|
+
}
|
|
7620
|
+
return "Modified prefab properties";
|
|
7621
|
+
\`\`\`
|
|
7622
|
+
|
|
7623
|
+
## Find All Prefab Instances in Scene
|
|
7624
|
+
|
|
7625
|
+
\`\`\`csharp
|
|
7626
|
+
using UnityEditor;
|
|
7627
|
+
using System.Collections.Generic;
|
|
7628
|
+
|
|
7629
|
+
string prefabPath = "Assets/Prefabs/MyCube.prefab";
|
|
7630
|
+
GameObject prefab = AssetDatabase.LoadAssetAtPath<GameObject>(prefabPath);
|
|
7631
|
+
if (prefab == null)
|
|
7632
|
+
{
|
|
7633
|
+
return $"Prefab not found at {prefabPath}";
|
|
7634
|
+
}
|
|
7635
|
+
|
|
7636
|
+
List<GameObject> instances = new List<GameObject>();
|
|
7637
|
+
|
|
7638
|
+
foreach (GameObject obj in Object.FindObjectsByType<GameObject>(FindObjectsSortMode.None))
|
|
7639
|
+
{
|
|
7640
|
+
if (PrefabUtility.GetCorrespondingObjectFromSource(obj) == prefab)
|
|
7641
|
+
{
|
|
7642
|
+
instances.Add(obj);
|
|
7643
|
+
}
|
|
7644
|
+
}
|
|
7645
|
+
return $"Found {instances.Count} instances of {prefab.name}";
|
|
7646
|
+
\`\`\`
|
|
7647
|
+
|
|
7648
|
+
## Apply Prefab Overrides
|
|
7649
|
+
|
|
7650
|
+
\`\`\`csharp
|
|
7651
|
+
using UnityEditor;
|
|
7652
|
+
|
|
7653
|
+
GameObject selected = Selection.activeGameObject;
|
|
7654
|
+
if (selected == null)
|
|
7655
|
+
{
|
|
7656
|
+
return "No GameObject selected";
|
|
7657
|
+
}
|
|
7658
|
+
|
|
7659
|
+
if (!PrefabUtility.IsPartOfPrefabInstance(selected))
|
|
7660
|
+
{
|
|
7661
|
+
return "Selected object is not a prefab instance";
|
|
7662
|
+
}
|
|
7663
|
+
|
|
7664
|
+
PrefabUtility.ApplyPrefabInstance(selected, InteractionMode.UserAction);
|
|
7665
|
+
return $"Applied overrides from {selected.name} to prefab";
|
|
7666
|
+
\`\`\`
|
|
7667
|
+
`,
|
|
7668
|
+
"examples/scene-operations.md": `# Scene Operations
|
|
7669
|
+
|
|
7670
|
+
Code examples for Scene and Hierarchy operations using \`execute-dynamic-code\`.
|
|
7671
|
+
|
|
7672
|
+
## Create GameObject
|
|
7673
|
+
|
|
7674
|
+
\`\`\`csharp
|
|
7675
|
+
GameObject obj = new GameObject("MyObject");
|
|
7676
|
+
obj.transform.position = new Vector3(0, 1, 0);
|
|
7677
|
+
return $"Created {obj.name}";
|
|
7678
|
+
\`\`\`
|
|
7679
|
+
|
|
7680
|
+
## Create UI GameObject (under Canvas)
|
|
7681
|
+
|
|
7682
|
+
\`\`\`csharp
|
|
7683
|
+
using UnityEngine.UI;
|
|
7684
|
+
|
|
7685
|
+
// UI objects require RectTransform, which is auto-added when parented to Canvas
|
|
7686
|
+
GameObject canvas = GameObject.Find("Canvas");
|
|
7687
|
+
if (canvas == null)
|
|
7688
|
+
{
|
|
7689
|
+
return "Canvas not found in scene";
|
|
7690
|
+
}
|
|
7691
|
+
|
|
7692
|
+
GameObject uiObj = new GameObject("MyUIElement");
|
|
7693
|
+
uiObj.transform.SetParent(canvas.transform, false);
|
|
7694
|
+
uiObj.AddComponent<RectTransform>();
|
|
7695
|
+
uiObj.AddComponent<Image>();
|
|
7696
|
+
return $"Created UI element: {uiObj.name}";
|
|
7697
|
+
\`\`\`
|
|
7698
|
+
|
|
7699
|
+
## Create Primitive
|
|
7700
|
+
|
|
7701
|
+
\`\`\`csharp
|
|
7702
|
+
GameObject cube = GameObject.CreatePrimitive(PrimitiveType.Cube);
|
|
7703
|
+
cube.name = "MyCube";
|
|
7704
|
+
cube.transform.position = new Vector3(2, 0, 0);
|
|
7705
|
+
return $"Created {cube.name}";
|
|
7706
|
+
\`\`\`
|
|
7707
|
+
|
|
7708
|
+
## Add Component to GameObject
|
|
7709
|
+
|
|
7710
|
+
\`\`\`csharp
|
|
7711
|
+
GameObject selected = Selection.activeGameObject;
|
|
7712
|
+
if (selected == null)
|
|
7713
|
+
{
|
|
7714
|
+
return "No GameObject selected";
|
|
7715
|
+
}
|
|
7716
|
+
|
|
7717
|
+
Rigidbody rb = selected.AddComponent<Rigidbody>();
|
|
7718
|
+
rb.mass = 2f;
|
|
7719
|
+
rb.useGravity = true;
|
|
7720
|
+
return $"Added Rigidbody to {selected.name}";
|
|
7721
|
+
\`\`\`
|
|
7722
|
+
|
|
7723
|
+
## Find GameObject by Name
|
|
7724
|
+
|
|
7725
|
+
\`\`\`csharp
|
|
7726
|
+
GameObject obj = GameObject.Find("Player");
|
|
7727
|
+
if (obj == null)
|
|
7728
|
+
{
|
|
7729
|
+
return "GameObject 'Player' not found";
|
|
7730
|
+
}
|
|
7731
|
+
return $"Found: {obj.name} at {obj.transform.position}";
|
|
7732
|
+
\`\`\`
|
|
7733
|
+
|
|
7734
|
+
## Find GameObjects by Tag
|
|
7735
|
+
|
|
7736
|
+
\`\`\`csharp
|
|
7737
|
+
GameObject[] enemies = GameObject.FindGameObjectsWithTag("Enemy");
|
|
7738
|
+
return $"Found {enemies.Length} GameObjects with tag 'Enemy'";
|
|
7739
|
+
\`\`\`
|
|
7740
|
+
|
|
7741
|
+
## Set Parent
|
|
7742
|
+
|
|
7743
|
+
\`\`\`csharp
|
|
7744
|
+
GameObject child = GameObject.Find("Child");
|
|
7745
|
+
GameObject parent = GameObject.Find("Parent");
|
|
7746
|
+
|
|
7747
|
+
if (child == null || parent == null)
|
|
7748
|
+
{
|
|
7749
|
+
return "Child or Parent not found";
|
|
7750
|
+
}
|
|
7751
|
+
|
|
7752
|
+
child.transform.SetParent(parent.transform);
|
|
7753
|
+
return $"Set {child.name}'s parent to {parent.name}";
|
|
7754
|
+
\`\`\`
|
|
7755
|
+
|
|
7756
|
+
## Get All Children
|
|
7757
|
+
|
|
7758
|
+
\`\`\`csharp
|
|
7759
|
+
GameObject parent = Selection.activeGameObject;
|
|
7760
|
+
if (parent == null)
|
|
7761
|
+
{
|
|
7762
|
+
return "No GameObject selected";
|
|
7763
|
+
}
|
|
7764
|
+
|
|
7765
|
+
List<string> children = new List<string>();
|
|
7766
|
+
foreach (Transform child in parent.transform)
|
|
7767
|
+
{
|
|
7768
|
+
children.Add(child.name);
|
|
7769
|
+
}
|
|
7770
|
+
return $"Children: {string.Join(", ", children)}";
|
|
7771
|
+
\`\`\`
|
|
7772
|
+
|
|
7773
|
+
## Wire Component References
|
|
7774
|
+
|
|
7775
|
+
\`\`\`csharp
|
|
7776
|
+
using UnityEditor;
|
|
7777
|
+
|
|
7778
|
+
GameObject player = GameObject.Find("Player");
|
|
7779
|
+
GameObject target = GameObject.Find("Target");
|
|
7780
|
+
|
|
7781
|
+
if (player == null || target == null)
|
|
7782
|
+
{
|
|
7783
|
+
return "Player or Target not found";
|
|
7784
|
+
}
|
|
7785
|
+
|
|
7786
|
+
MonoBehaviour script = player.GetComponent("PlayerController") as MonoBehaviour;
|
|
7787
|
+
if (script == null)
|
|
7788
|
+
{
|
|
7789
|
+
return "PlayerController not found on Player";
|
|
7790
|
+
}
|
|
7791
|
+
|
|
7792
|
+
SerializedObject serializedScript = new SerializedObject(script);
|
|
7793
|
+
SerializedProperty targetProp = serializedScript.FindProperty("target");
|
|
7794
|
+
|
|
7795
|
+
if (targetProp != null)
|
|
7796
|
+
{
|
|
7797
|
+
targetProp.objectReferenceValue = target.transform;
|
|
7798
|
+
serializedScript.ApplyModifiedProperties();
|
|
7799
|
+
return "Target reference wired";
|
|
7800
|
+
}
|
|
7801
|
+
return "Property 'target' not found";
|
|
7802
|
+
\`\`\`
|
|
7803
|
+
|
|
7804
|
+
## Load Scene (Editor)
|
|
7805
|
+
|
|
7806
|
+
\`\`\`csharp
|
|
7807
|
+
using UnityEditor.SceneManagement;
|
|
7808
|
+
|
|
7809
|
+
string scenePath = "Assets/Scenes/MainMenu.unity";
|
|
7810
|
+
EditorSceneManager.OpenScene(scenePath, OpenSceneMode.Single);
|
|
7811
|
+
return $"Loaded scene: {scenePath}";
|
|
7812
|
+
\`\`\`
|
|
7813
|
+
|
|
7814
|
+
## Save Current Scene
|
|
7815
|
+
|
|
7816
|
+
\`\`\`csharp
|
|
7817
|
+
using UnityEditor.SceneManagement;
|
|
7818
|
+
|
|
7819
|
+
UnityEngine.SceneManagement.Scene scene = EditorSceneManager.GetActiveScene();
|
|
7820
|
+
EditorSceneManager.SaveScene(scene);
|
|
7821
|
+
return $"Saved scene: {scene.name}";
|
|
7822
|
+
\`\`\`
|
|
7823
|
+
|
|
7824
|
+
## Create New Scene
|
|
7825
|
+
|
|
7826
|
+
\`\`\`csharp
|
|
7827
|
+
using UnityEditor.SceneManagement;
|
|
7828
|
+
|
|
7829
|
+
UnityEngine.SceneManagement.Scene newScene = EditorSceneManager.NewScene(NewSceneSetup.DefaultGameObjects, NewSceneMode.Single);
|
|
7830
|
+
return $"Created new scene: {newScene.name}";
|
|
7831
|
+
\`\`\`
|
|
7832
|
+
|
|
7833
|
+
## Get All Root GameObjects in Scene
|
|
7834
|
+
|
|
7835
|
+
\`\`\`csharp
|
|
7836
|
+
UnityEngine.SceneManagement.Scene scene = UnityEngine.SceneManagement.SceneManager.GetActiveScene();
|
|
7837
|
+
GameObject[] roots = scene.GetRootGameObjects();
|
|
7838
|
+
|
|
7839
|
+
List<string> names = new List<string>();
|
|
7840
|
+
foreach (GameObject root in roots)
|
|
7841
|
+
{
|
|
7842
|
+
names.Add(root.name);
|
|
7843
|
+
}
|
|
7844
|
+
return $"Root objects: {string.Join(", ", names)}";
|
|
7845
|
+
\`\`\`
|
|
7846
|
+
|
|
7847
|
+
## Destroy GameObject
|
|
7848
|
+
|
|
7849
|
+
\`\`\`csharp
|
|
7850
|
+
GameObject obj = GameObject.Find("OldObject");
|
|
7851
|
+
if (obj == null)
|
|
7852
|
+
{
|
|
7853
|
+
return "GameObject not found";
|
|
7854
|
+
}
|
|
7855
|
+
|
|
7856
|
+
Object.DestroyImmediate(obj);
|
|
7857
|
+
return "GameObject destroyed";
|
|
7858
|
+
\`\`\`
|
|
7859
|
+
|
|
7860
|
+
## Duplicate GameObject
|
|
7861
|
+
|
|
7862
|
+
\`\`\`csharp
|
|
7863
|
+
GameObject selected = Selection.activeGameObject;
|
|
7864
|
+
if (selected == null)
|
|
7865
|
+
{
|
|
7866
|
+
return "No GameObject selected";
|
|
7867
|
+
}
|
|
7868
|
+
|
|
7869
|
+
GameObject copy = Object.Instantiate(selected);
|
|
7870
|
+
copy.name = selected.name + "_Copy";
|
|
7871
|
+
copy.transform.position = selected.transform.position + Vector3.right * 2;
|
|
7872
|
+
return $"Created duplicate: {copy.name}";
|
|
7873
|
+
\`\`\`
|
|
7874
|
+
|
|
7875
|
+
## Set Active/Inactive
|
|
7876
|
+
|
|
7877
|
+
\`\`\`csharp
|
|
7878
|
+
GameObject obj = GameObject.Find("MyObject");
|
|
7879
|
+
if (obj == null)
|
|
7880
|
+
{
|
|
7881
|
+
return "GameObject not found";
|
|
7882
|
+
}
|
|
7883
|
+
|
|
7884
|
+
obj.SetActive(!obj.activeSelf);
|
|
7885
|
+
return $"{obj.name} is now {(obj.activeSelf ? "active" : "inactive")}";
|
|
7886
|
+
\`\`\`
|
|
7887
|
+
|
|
7888
|
+
## Modify Transform
|
|
7889
|
+
|
|
7890
|
+
\`\`\`csharp
|
|
7891
|
+
GameObject selected = Selection.activeGameObject;
|
|
7892
|
+
if (selected == null)
|
|
7893
|
+
{
|
|
7894
|
+
return "No GameObject selected";
|
|
7895
|
+
}
|
|
7896
|
+
|
|
7897
|
+
selected.transform.position = new Vector3(0, 5, 0);
|
|
7898
|
+
selected.transform.rotation = Quaternion.Euler(0, 45, 0);
|
|
7899
|
+
selected.transform.localScale = new Vector3(2, 2, 2);
|
|
7900
|
+
return "Transform modified";
|
|
7901
|
+
\`\`\`
|
|
7902
|
+
`,
|
|
7903
|
+
"examples/scriptableobject.md": `# ScriptableObject Operations
|
|
7904
|
+
|
|
7905
|
+
Code examples for ScriptableObject operations using \`execute-dynamic-code\`.
|
|
7906
|
+
|
|
7907
|
+
## Create ScriptableObject Instance
|
|
7908
|
+
|
|
7909
|
+
\`\`\`csharp
|
|
7910
|
+
using UnityEditor;
|
|
7911
|
+
|
|
7912
|
+
ScriptableObject so = ScriptableObject.CreateInstance<ScriptableObject>();
|
|
7913
|
+
string path = "Assets/Data/MyData.asset";
|
|
7914
|
+
AssetDatabase.CreateAsset(so, path);
|
|
7915
|
+
AssetDatabase.SaveAssets();
|
|
7916
|
+
return $"ScriptableObject created at {path}";
|
|
7917
|
+
\`\`\`
|
|
7918
|
+
|
|
7919
|
+
## Create Custom ScriptableObject
|
|
7920
|
+
|
|
7921
|
+
\`\`\`csharp
|
|
7922
|
+
using UnityEditor;
|
|
7923
|
+
|
|
7924
|
+
ScriptableObject so = ScriptableObject.CreateInstance("MyCustomSO");
|
|
7925
|
+
if (so == null)
|
|
7926
|
+
{
|
|
7927
|
+
return "Type 'MyCustomSO' not found. Ensure the class exists.";
|
|
7928
|
+
}
|
|
7929
|
+
|
|
7930
|
+
string path = "Assets/Data/MyCustomData.asset";
|
|
7931
|
+
AssetDatabase.CreateAsset(so, path);
|
|
7932
|
+
AssetDatabase.SaveAssets();
|
|
7933
|
+
return $"Created {so.GetType().Name} at {path}";
|
|
7934
|
+
\`\`\`
|
|
7935
|
+
|
|
7936
|
+
## Modify ScriptableObject with SerializedObject
|
|
7937
|
+
|
|
7938
|
+
\`\`\`csharp
|
|
7939
|
+
using UnityEditor;
|
|
7940
|
+
|
|
7941
|
+
string path = "Assets/Data/MyData.asset";
|
|
7942
|
+
ScriptableObject so = AssetDatabase.LoadAssetAtPath<ScriptableObject>(path);
|
|
7943
|
+
|
|
7944
|
+
if (so == null)
|
|
7945
|
+
{
|
|
7946
|
+
return $"Asset not found at {path}";
|
|
7947
|
+
}
|
|
7948
|
+
|
|
7949
|
+
SerializedObject serializedObj = new SerializedObject(so);
|
|
7950
|
+
SerializedProperty prop = serializedObj.FindProperty("myField");
|
|
7951
|
+
|
|
7952
|
+
if (prop != null)
|
|
7953
|
+
{
|
|
7954
|
+
prop.stringValue = "New Value";
|
|
7955
|
+
serializedObj.ApplyModifiedProperties();
|
|
7956
|
+
EditorUtility.SetDirty(so);
|
|
7957
|
+
AssetDatabase.SaveAssets();
|
|
7958
|
+
return "Property updated";
|
|
7959
|
+
}
|
|
7960
|
+
return "Property 'myField' not found";
|
|
7961
|
+
\`\`\`
|
|
7962
|
+
|
|
7963
|
+
## Set Int/Float/Bool Properties
|
|
7964
|
+
|
|
7965
|
+
\`\`\`csharp
|
|
7966
|
+
using UnityEditor;
|
|
7967
|
+
|
|
7968
|
+
string path = "Assets/Data/GameSettings.asset";
|
|
7969
|
+
ScriptableObject so = AssetDatabase.LoadAssetAtPath<ScriptableObject>(path);
|
|
7970
|
+
|
|
7971
|
+
SerializedObject serializedObj = new SerializedObject(so);
|
|
7972
|
+
|
|
7973
|
+
SerializedProperty intProp = serializedObj.FindProperty("maxHealth");
|
|
7974
|
+
if (intProp != null) intProp.intValue = 100;
|
|
7975
|
+
|
|
7976
|
+
SerializedProperty floatProp = serializedObj.FindProperty("moveSpeed");
|
|
7977
|
+
if (floatProp != null) floatProp.floatValue = 5.5f;
|
|
7978
|
+
|
|
7979
|
+
SerializedProperty boolProp = serializedObj.FindProperty("isEnabled");
|
|
7980
|
+
if (boolProp != null) boolProp.boolValue = true;
|
|
7981
|
+
|
|
7982
|
+
serializedObj.ApplyModifiedProperties();
|
|
7983
|
+
EditorUtility.SetDirty(so);
|
|
7984
|
+
AssetDatabase.SaveAssets();
|
|
7985
|
+
return "Properties updated";
|
|
7986
|
+
\`\`\`
|
|
7987
|
+
|
|
7988
|
+
## Set Reference Properties
|
|
7989
|
+
|
|
7990
|
+
\`\`\`csharp
|
|
7991
|
+
using UnityEditor;
|
|
7992
|
+
|
|
7993
|
+
string soPath = "Assets/Data/CharacterData.asset";
|
|
7994
|
+
string prefabPath = "Assets/Prefabs/Player.prefab";
|
|
7995
|
+
|
|
7996
|
+
ScriptableObject so = AssetDatabase.LoadAssetAtPath<ScriptableObject>(soPath);
|
|
7997
|
+
GameObject prefab = AssetDatabase.LoadAssetAtPath<GameObject>(prefabPath);
|
|
7998
|
+
|
|
7999
|
+
if (so == null)
|
|
8000
|
+
{
|
|
8001
|
+
return $"ScriptableObject not found at {soPath}";
|
|
8002
|
+
}
|
|
8003
|
+
if (prefab == null)
|
|
8004
|
+
{
|
|
8005
|
+
return $"Prefab not found at {prefabPath}";
|
|
8006
|
+
}
|
|
8007
|
+
|
|
8008
|
+
SerializedObject serializedObj = new SerializedObject(so);
|
|
8009
|
+
SerializedProperty prop = serializedObj.FindProperty("playerPrefab");
|
|
8010
|
+
|
|
8011
|
+
if (prop != null)
|
|
8012
|
+
{
|
|
8013
|
+
prop.objectReferenceValue = prefab;
|
|
8014
|
+
serializedObj.ApplyModifiedProperties();
|
|
8015
|
+
EditorUtility.SetDirty(so);
|
|
8016
|
+
AssetDatabase.SaveAssets();
|
|
8017
|
+
return "Reference set successfully";
|
|
8018
|
+
}
|
|
8019
|
+
return "Property not found";
|
|
8020
|
+
\`\`\`
|
|
8021
|
+
|
|
8022
|
+
## Set Array/List Properties
|
|
8023
|
+
|
|
8024
|
+
\`\`\`csharp
|
|
8025
|
+
using UnityEditor;
|
|
8026
|
+
|
|
8027
|
+
string path = "Assets/Data/ItemDatabase.asset";
|
|
8028
|
+
ScriptableObject so = AssetDatabase.LoadAssetAtPath<ScriptableObject>(path);
|
|
8029
|
+
|
|
8030
|
+
if (so == null)
|
|
8031
|
+
{
|
|
8032
|
+
return $"Asset not found at {path}";
|
|
8033
|
+
}
|
|
8034
|
+
|
|
8035
|
+
SerializedObject serializedObj = new SerializedObject(so);
|
|
8036
|
+
SerializedProperty arrayProp = serializedObj.FindProperty("items");
|
|
8037
|
+
|
|
8038
|
+
if (arrayProp != null && arrayProp.isArray)
|
|
8039
|
+
{
|
|
8040
|
+
arrayProp.ClearArray();
|
|
8041
|
+
arrayProp.InsertArrayElementAtIndex(0);
|
|
8042
|
+
arrayProp.GetArrayElementAtIndex(0).stringValue = "Sword";
|
|
8043
|
+
arrayProp.InsertArrayElementAtIndex(1);
|
|
8044
|
+
arrayProp.GetArrayElementAtIndex(1).stringValue = "Shield";
|
|
8045
|
+
|
|
8046
|
+
serializedObj.ApplyModifiedProperties();
|
|
8047
|
+
EditorUtility.SetDirty(so);
|
|
8048
|
+
AssetDatabase.SaveAssets();
|
|
8049
|
+
return "Array updated with 2 items";
|
|
8050
|
+
}
|
|
8051
|
+
return "Array property not found";
|
|
8052
|
+
\`\`\`
|
|
8053
|
+
|
|
8054
|
+
## Find All ScriptableObjects of Type
|
|
8055
|
+
|
|
8056
|
+
\`\`\`csharp
|
|
8057
|
+
using UnityEditor;
|
|
8058
|
+
using System.Collections.Generic;
|
|
8059
|
+
|
|
8060
|
+
string typeName = "GameSettings";
|
|
8061
|
+
string[] guids = AssetDatabase.FindAssets($"t:{typeName}");
|
|
8062
|
+
List<string> paths = new List<string>();
|
|
8063
|
+
|
|
8064
|
+
foreach (string guid in guids)
|
|
8065
|
+
{
|
|
8066
|
+
paths.Add(AssetDatabase.GUIDToAssetPath(guid));
|
|
8067
|
+
}
|
|
8068
|
+
return $"Found {paths.Count} {typeName} assets";
|
|
8069
|
+
\`\`\`
|
|
8070
|
+
|
|
8071
|
+
## Duplicate ScriptableObject
|
|
8072
|
+
|
|
8073
|
+
\`\`\`csharp
|
|
8074
|
+
using UnityEditor;
|
|
8075
|
+
|
|
8076
|
+
string sourcePath = "Assets/Data/Template.asset";
|
|
8077
|
+
string destPath = "Assets/Data/NewInstance.asset";
|
|
8078
|
+
|
|
8079
|
+
ScriptableObject source = AssetDatabase.LoadAssetAtPath<ScriptableObject>(sourcePath);
|
|
8080
|
+
if (source == null)
|
|
8081
|
+
{
|
|
8082
|
+
return $"Source asset not found at {sourcePath}";
|
|
8083
|
+
}
|
|
8084
|
+
|
|
8085
|
+
ScriptableObject copy = Object.Instantiate(source);
|
|
8086
|
+
AssetDatabase.CreateAsset(copy, destPath);
|
|
8087
|
+
AssetDatabase.SaveAssets();
|
|
8088
|
+
return $"Duplicated to {destPath}";
|
|
8089
|
+
\`\`\`
|
|
8090
|
+
|
|
8091
|
+
## List All Properties of ScriptableObject
|
|
8092
|
+
|
|
8093
|
+
\`\`\`csharp
|
|
8094
|
+
using UnityEditor;
|
|
8095
|
+
using System.Collections.Generic;
|
|
8096
|
+
|
|
8097
|
+
string path = "Assets/Data/MyData.asset";
|
|
8098
|
+
ScriptableObject so = AssetDatabase.LoadAssetAtPath<ScriptableObject>(path);
|
|
8099
|
+
|
|
8100
|
+
if (so == null)
|
|
8101
|
+
{
|
|
8102
|
+
return $"Asset not found at {path}";
|
|
8103
|
+
}
|
|
8104
|
+
|
|
8105
|
+
SerializedObject serializedObj = new SerializedObject(so);
|
|
8106
|
+
SerializedProperty prop = serializedObj.GetIterator();
|
|
8107
|
+
|
|
8108
|
+
List<string> properties = new List<string>();
|
|
8109
|
+
while (prop.NextVisible(true))
|
|
8110
|
+
{
|
|
8111
|
+
properties.Add($"{prop.name} ({prop.propertyType})");
|
|
8112
|
+
}
|
|
8113
|
+
return string.Join(", ", properties);
|
|
8114
|
+
\`\`\`
|
|
8115
|
+
`,
|
|
8116
|
+
"examples/selection-operations.md": `# Selection Operations
|
|
8117
|
+
|
|
8118
|
+
Code examples for Selection operations using \`execute-dynamic-code\`.
|
|
8119
|
+
|
|
8120
|
+
## Get Selected GameObjects
|
|
8121
|
+
|
|
8122
|
+
\`\`\`csharp
|
|
8123
|
+
using UnityEditor;
|
|
8124
|
+
using System.Collections.Generic;
|
|
8125
|
+
|
|
8126
|
+
GameObject[] selected = Selection.gameObjects;
|
|
8127
|
+
if (selected.Length == 0)
|
|
8128
|
+
{
|
|
8129
|
+
return "No GameObjects selected";
|
|
8130
|
+
}
|
|
8131
|
+
|
|
8132
|
+
List<string> names = new List<string>();
|
|
8133
|
+
foreach (GameObject obj in selected)
|
|
8134
|
+
{
|
|
8135
|
+
names.Add(obj.name);
|
|
8136
|
+
}
|
|
8137
|
+
return $"Selected: {string.Join(", ", names)}";
|
|
8138
|
+
\`\`\`
|
|
8139
|
+
|
|
8140
|
+
## Get Active (Last Selected) GameObject
|
|
8141
|
+
|
|
8142
|
+
\`\`\`csharp
|
|
8143
|
+
using UnityEditor;
|
|
8144
|
+
|
|
8145
|
+
GameObject active = Selection.activeGameObject;
|
|
8146
|
+
if (active == null)
|
|
8147
|
+
{
|
|
8148
|
+
return "No active GameObject";
|
|
8149
|
+
}
|
|
8150
|
+
return $"Active: {active.name}";
|
|
8151
|
+
\`\`\`
|
|
8152
|
+
|
|
8153
|
+
## Set Selection Programmatically
|
|
8154
|
+
|
|
8155
|
+
\`\`\`csharp
|
|
8156
|
+
using UnityEditor;
|
|
8157
|
+
|
|
8158
|
+
GameObject obj = GameObject.Find("Player");
|
|
8159
|
+
if (obj == null)
|
|
8160
|
+
{
|
|
8161
|
+
return "GameObject 'Player' not found";
|
|
8162
|
+
}
|
|
8163
|
+
|
|
8164
|
+
Selection.activeGameObject = obj;
|
|
8165
|
+
return $"Selected {obj.name}";
|
|
8166
|
+
\`\`\`
|
|
8167
|
+
|
|
8168
|
+
## Select Multiple GameObjects
|
|
8169
|
+
|
|
8170
|
+
\`\`\`csharp
|
|
8171
|
+
using UnityEditor;
|
|
8172
|
+
|
|
8173
|
+
GameObject[] enemies = GameObject.FindGameObjectsWithTag("Enemy");
|
|
8174
|
+
if (enemies.Length == 0)
|
|
8175
|
+
{
|
|
8176
|
+
return "No enemies found";
|
|
8177
|
+
}
|
|
8178
|
+
|
|
8179
|
+
Selection.objects = enemies;
|
|
8180
|
+
return $"Selected {enemies.Length} enemies";
|
|
8181
|
+
\`\`\`
|
|
8182
|
+
|
|
8183
|
+
## Get Top-Level Transforms Only
|
|
8184
|
+
|
|
8185
|
+
\`\`\`csharp
|
|
8186
|
+
using UnityEditor;
|
|
8187
|
+
using System.Collections.Generic;
|
|
8188
|
+
|
|
8189
|
+
Transform[] transforms = Selection.GetTransforms(SelectionMode.TopLevel);
|
|
8190
|
+
if (transforms.Length == 0)
|
|
8191
|
+
{
|
|
8192
|
+
return "No transforms selected";
|
|
8193
|
+
}
|
|
8194
|
+
|
|
8195
|
+
List<string> names = new List<string>();
|
|
8196
|
+
foreach (Transform t in transforms)
|
|
8197
|
+
{
|
|
8198
|
+
names.Add(t.name);
|
|
8199
|
+
}
|
|
8200
|
+
return $"Top-level: {string.Join(", ", names)}";
|
|
8201
|
+
\`\`\`
|
|
8202
|
+
|
|
8203
|
+
## Get Deep Selection (Including Children)
|
|
8204
|
+
|
|
8205
|
+
\`\`\`csharp
|
|
8206
|
+
using UnityEditor;
|
|
8207
|
+
|
|
8208
|
+
Transform[] transforms = Selection.GetTransforms(SelectionMode.Deep);
|
|
8209
|
+
if (transforms.Length == 0)
|
|
8210
|
+
{
|
|
8211
|
+
return "No transforms selected";
|
|
8212
|
+
}
|
|
8213
|
+
|
|
8214
|
+
return $"Deep selection count: {transforms.Length}";
|
|
8215
|
+
\`\`\`
|
|
8216
|
+
|
|
8217
|
+
## Get Editable Objects Only
|
|
8218
|
+
|
|
8219
|
+
\`\`\`csharp
|
|
8220
|
+
using UnityEditor;
|
|
8221
|
+
using System.Collections.Generic;
|
|
8222
|
+
|
|
8223
|
+
Transform[] transforms = Selection.GetTransforms(SelectionMode.Editable);
|
|
8224
|
+
if (transforms.Length == 0)
|
|
8225
|
+
{
|
|
8226
|
+
return "No editable transforms selected";
|
|
8227
|
+
}
|
|
8228
|
+
|
|
8229
|
+
List<string> names = new List<string>();
|
|
8230
|
+
foreach (Transform t in transforms)
|
|
8231
|
+
{
|
|
8232
|
+
names.Add(t.name);
|
|
8233
|
+
}
|
|
8234
|
+
return $"Editable: {string.Join(", ", names)}";
|
|
8235
|
+
\`\`\`
|
|
8236
|
+
|
|
8237
|
+
## Get Selected Assets
|
|
8238
|
+
|
|
8239
|
+
\`\`\`csharp
|
|
8240
|
+
using UnityEditor;
|
|
8241
|
+
using System.Collections.Generic;
|
|
8242
|
+
|
|
8243
|
+
Object[] selectedAssets = Selection.GetFiltered<Object>(SelectionMode.Assets);
|
|
8244
|
+
if (selectedAssets.Length == 0)
|
|
8245
|
+
{
|
|
8246
|
+
return "No assets selected";
|
|
8247
|
+
}
|
|
8248
|
+
|
|
8249
|
+
List<string> paths = new List<string>();
|
|
8250
|
+
foreach (Object asset in selectedAssets)
|
|
8251
|
+
{
|
|
8252
|
+
paths.Add(AssetDatabase.GetAssetPath(asset));
|
|
8253
|
+
}
|
|
8254
|
+
return $"Assets: {string.Join(", ", paths)}";
|
|
8255
|
+
\`\`\`
|
|
8256
|
+
|
|
8257
|
+
## Get Selected Asset GUIDs
|
|
8258
|
+
|
|
8259
|
+
\`\`\`csharp
|
|
8260
|
+
using UnityEditor;
|
|
8261
|
+
using System.Collections.Generic;
|
|
8262
|
+
|
|
8263
|
+
string[] guids = Selection.assetGUIDs;
|
|
8264
|
+
if (guids.Length == 0)
|
|
8265
|
+
{
|
|
8266
|
+
return "No assets selected";
|
|
8267
|
+
}
|
|
8268
|
+
|
|
8269
|
+
List<string> paths = new List<string>();
|
|
8270
|
+
foreach (string guid in guids)
|
|
8271
|
+
{
|
|
8272
|
+
paths.Add(AssetDatabase.GUIDToAssetPath(guid));
|
|
8273
|
+
}
|
|
8274
|
+
return $"Selected assets: {string.Join(", ", paths)}";
|
|
8275
|
+
\`\`\`
|
|
8276
|
+
|
|
8277
|
+
## Select All Children of Selected Object
|
|
8278
|
+
|
|
8279
|
+
\`\`\`csharp
|
|
8280
|
+
using UnityEditor;
|
|
8281
|
+
using UnityEngine;
|
|
8282
|
+
using System.Collections.Generic;
|
|
8283
|
+
|
|
8284
|
+
GameObject parent = Selection.activeGameObject;
|
|
8285
|
+
if (parent == null)
|
|
8286
|
+
{
|
|
8287
|
+
return "No GameObject selected";
|
|
8288
|
+
}
|
|
8289
|
+
|
|
8290
|
+
List<GameObject> children = new List<GameObject>();
|
|
8291
|
+
foreach (Transform child in parent.GetComponentsInChildren<Transform>())
|
|
8292
|
+
{
|
|
8293
|
+
if (child != parent.transform)
|
|
8294
|
+
{
|
|
8295
|
+
children.Add(child.gameObject);
|
|
8296
|
+
}
|
|
8297
|
+
}
|
|
8298
|
+
|
|
8299
|
+
if (children.Count == 0)
|
|
8300
|
+
{
|
|
8301
|
+
return "No children found";
|
|
8302
|
+
}
|
|
8303
|
+
|
|
8304
|
+
Selection.objects = children.ToArray();
|
|
8305
|
+
return $"Selected {children.Count} children";
|
|
8306
|
+
\`\`\`
|
|
8307
|
+
|
|
8308
|
+
## Filter Selection by Component
|
|
8309
|
+
|
|
8310
|
+
\`\`\`csharp
|
|
8311
|
+
using UnityEditor;
|
|
8312
|
+
using System.Collections.Generic;
|
|
8313
|
+
|
|
8314
|
+
GameObject[] selected = Selection.gameObjects;
|
|
8315
|
+
List<GameObject> withRigidbody = new List<GameObject>();
|
|
8316
|
+
|
|
8317
|
+
foreach (GameObject obj in selected)
|
|
8318
|
+
{
|
|
8319
|
+
if (obj.GetComponent<Rigidbody>() != null)
|
|
8320
|
+
{
|
|
8321
|
+
withRigidbody.Add(obj);
|
|
8322
|
+
}
|
|
8323
|
+
}
|
|
8324
|
+
|
|
8325
|
+
if (withRigidbody.Count == 0)
|
|
8326
|
+
{
|
|
8327
|
+
return "No objects with Rigidbody in selection";
|
|
8328
|
+
}
|
|
8329
|
+
|
|
8330
|
+
Selection.objects = withRigidbody.ToArray();
|
|
8331
|
+
return $"Filtered to {withRigidbody.Count} objects with Rigidbody";
|
|
8332
|
+
\`\`\`
|
|
8333
|
+
|
|
8334
|
+
## Check if Object is Selected
|
|
8335
|
+
|
|
8336
|
+
\`\`\`csharp
|
|
8337
|
+
using UnityEditor;
|
|
8338
|
+
|
|
8339
|
+
GameObject player = GameObject.Find("Player");
|
|
8340
|
+
if (player == null)
|
|
8341
|
+
{
|
|
8342
|
+
return "Player not found";
|
|
8343
|
+
}
|
|
8344
|
+
|
|
8345
|
+
bool isSelected = Selection.Contains(player);
|
|
8346
|
+
return $"Player is {(isSelected ? "" : "not ")}selected";
|
|
8347
|
+
\`\`\`
|
|
8348
|
+
|
|
8349
|
+
## Clear Selection
|
|
8350
|
+
|
|
8351
|
+
\`\`\`csharp
|
|
8352
|
+
using UnityEditor;
|
|
8353
|
+
|
|
8354
|
+
Selection.activeObject = null;
|
|
8355
|
+
return "Selection cleared";
|
|
8356
|
+
\`\`\`
|
|
8357
|
+
|
|
8358
|
+
## Select Objects by Layer
|
|
8359
|
+
|
|
8360
|
+
\`\`\`csharp
|
|
8361
|
+
using UnityEditor;
|
|
8362
|
+
using System.Collections.Generic;
|
|
8363
|
+
|
|
8364
|
+
int layer = LayerMask.NameToLayer("UI");
|
|
8365
|
+
GameObject[] allObjects = Object.FindObjectsByType<GameObject>(FindObjectsSortMode.None);
|
|
8366
|
+
List<GameObject> layerObjects = new List<GameObject>();
|
|
8367
|
+
|
|
8368
|
+
foreach (GameObject obj in allObjects)
|
|
8369
|
+
{
|
|
8370
|
+
if (obj.layer == layer)
|
|
8371
|
+
{
|
|
8372
|
+
layerObjects.Add(obj);
|
|
8373
|
+
}
|
|
8374
|
+
}
|
|
8375
|
+
|
|
8376
|
+
if (layerObjects.Count == 0)
|
|
8377
|
+
{
|
|
8378
|
+
return "No objects found on UI layer";
|
|
8379
|
+
}
|
|
8380
|
+
|
|
8381
|
+
Selection.objects = layerObjects.ToArray();
|
|
8382
|
+
return $"Selected {layerObjects.Count} objects on UI layer";
|
|
8383
|
+
\`\`\`
|
|
8384
|
+
|
|
8385
|
+
## Ping Object in Hierarchy/Project
|
|
8386
|
+
|
|
8387
|
+
\`\`\`csharp
|
|
8388
|
+
using UnityEditor;
|
|
8389
|
+
|
|
8390
|
+
GameObject obj = GameObject.Find("Player");
|
|
8391
|
+
if (obj == null)
|
|
8392
|
+
{
|
|
8393
|
+
return "Player not found";
|
|
8394
|
+
}
|
|
8395
|
+
|
|
8396
|
+
EditorGUIUtility.PingObject(obj);
|
|
8397
|
+
return $"Pinged {obj.name} in Hierarchy";
|
|
8398
|
+
\`\`\`
|
|
8399
|
+
|
|
8400
|
+
## Focus on Selected Object in Scene View
|
|
8401
|
+
|
|
8402
|
+
\`\`\`csharp
|
|
8403
|
+
using UnityEditor;
|
|
8404
|
+
|
|
8405
|
+
if (Selection.activeGameObject == null)
|
|
8406
|
+
{
|
|
8407
|
+
return "No GameObject selected";
|
|
8408
|
+
}
|
|
8409
|
+
|
|
8410
|
+
SceneView.FrameLastActiveSceneView();
|
|
8411
|
+
return "Focused on selected object";
|
|
8412
|
+
\`\`\`
|
|
8413
|
+
|
|
8414
|
+
`,
|
|
8415
|
+
"examples/undo-operations.md": `# Undo Operations
|
|
8416
|
+
|
|
8417
|
+
Code examples for Undo-supported operations using \`execute-dynamic-code\`.
|
|
8418
|
+
|
|
8419
|
+
## Record Property Change (Undo.RecordObject)
|
|
8420
|
+
|
|
8421
|
+
\`\`\`csharp
|
|
8422
|
+
using UnityEditor;
|
|
8423
|
+
|
|
8424
|
+
GameObject selected = Selection.activeGameObject;
|
|
8425
|
+
if (selected == null)
|
|
8426
|
+
{
|
|
8427
|
+
return "No GameObject selected";
|
|
8428
|
+
}
|
|
8429
|
+
|
|
8430
|
+
Undo.RecordObject(selected.transform, "Move Object");
|
|
8431
|
+
selected.transform.position = new Vector3(0, 5, 0);
|
|
8432
|
+
return $"Moved {selected.name} (Undo available)";
|
|
8433
|
+
\`\`\`
|
|
8434
|
+
|
|
8435
|
+
## Record Multiple Objects
|
|
8436
|
+
|
|
8437
|
+
\`\`\`csharp
|
|
8438
|
+
using UnityEditor;
|
|
8439
|
+
|
|
8440
|
+
GameObject[] selectedObjects = Selection.gameObjects;
|
|
8441
|
+
if (selectedObjects.Length == 0)
|
|
8442
|
+
{
|
|
8443
|
+
return "No GameObjects selected";
|
|
8444
|
+
}
|
|
8445
|
+
|
|
8446
|
+
Object[] transforms = new Object[selectedObjects.Length];
|
|
8447
|
+
for (int i = 0; i < selectedObjects.Length; i++)
|
|
8448
|
+
{
|
|
8449
|
+
transforms[i] = selectedObjects[i].transform;
|
|
8450
|
+
}
|
|
8451
|
+
|
|
8452
|
+
Undo.RecordObjects(transforms, "Move Multiple Objects");
|
|
8453
|
+
foreach (GameObject obj in selectedObjects)
|
|
8454
|
+
{
|
|
8455
|
+
obj.transform.position += Vector3.up * 2;
|
|
8456
|
+
}
|
|
8457
|
+
return $"Moved {selectedObjects.Length} objects (Undo available)";
|
|
8458
|
+
\`\`\`
|
|
8459
|
+
|
|
8460
|
+
## Complete Object Undo (For Complex Changes)
|
|
8461
|
+
|
|
8462
|
+
\`\`\`csharp
|
|
8463
|
+
using UnityEditor;
|
|
8464
|
+
|
|
8465
|
+
GameObject selected = Selection.activeGameObject;
|
|
8466
|
+
if (selected == null)
|
|
8467
|
+
{
|
|
8468
|
+
return "No GameObject selected";
|
|
8469
|
+
}
|
|
8470
|
+
|
|
8471
|
+
Undo.RegisterCompleteObjectUndo(selected, "Complete Object Change");
|
|
8472
|
+
selected.name = "RenamedObject";
|
|
8473
|
+
selected.layer = LayerMask.NameToLayer("Default");
|
|
8474
|
+
selected.tag = "Untagged";
|
|
8475
|
+
return $"Modified object completely (Undo available)";
|
|
8476
|
+
\`\`\`
|
|
8477
|
+
|
|
8478
|
+
## Add Component with Undo
|
|
8479
|
+
|
|
8480
|
+
\`\`\`csharp
|
|
8481
|
+
using UnityEditor;
|
|
8482
|
+
|
|
8483
|
+
GameObject selected = Selection.activeGameObject;
|
|
8484
|
+
if (selected == null)
|
|
8485
|
+
{
|
|
8486
|
+
return "No GameObject selected";
|
|
8487
|
+
}
|
|
8488
|
+
|
|
8489
|
+
Rigidbody rb = Undo.AddComponent<Rigidbody>(selected);
|
|
8490
|
+
rb.mass = 2f;
|
|
8491
|
+
rb.useGravity = true;
|
|
8492
|
+
return $"Added Rigidbody to {selected.name} (Undo available)";
|
|
8493
|
+
\`\`\`
|
|
8494
|
+
|
|
8495
|
+
## Set Parent with Undo
|
|
8496
|
+
|
|
8497
|
+
\`\`\`csharp
|
|
8498
|
+
using UnityEditor;
|
|
8499
|
+
|
|
8500
|
+
GameObject child = GameObject.Find("Child");
|
|
8501
|
+
GameObject parent = GameObject.Find("Parent");
|
|
8502
|
+
|
|
8503
|
+
if (child == null || parent == null)
|
|
8504
|
+
{
|
|
8505
|
+
return "Child or Parent not found";
|
|
8506
|
+
}
|
|
8507
|
+
|
|
8508
|
+
Undo.SetTransformParent(child.transform, parent.transform, "Set Parent");
|
|
8509
|
+
return $"Set {child.name}'s parent to {parent.name} (Undo available)";
|
|
8510
|
+
\`\`\`
|
|
8511
|
+
|
|
8512
|
+
## Create GameObject with Undo
|
|
8513
|
+
|
|
8514
|
+
\`\`\`csharp
|
|
8515
|
+
using UnityEditor;
|
|
8516
|
+
|
|
8517
|
+
GameObject cube = GameObject.CreatePrimitive(PrimitiveType.Cube);
|
|
8518
|
+
cube.name = "UndoableCube";
|
|
8519
|
+
cube.transform.position = new Vector3(0, 1, 0);
|
|
8520
|
+
Undo.RegisterCreatedObjectUndo(cube, "Create Cube");
|
|
8521
|
+
return $"Created {cube.name} (Undo available)";
|
|
8522
|
+
\`\`\`
|
|
8523
|
+
|
|
8524
|
+
## Destroy GameObject with Undo
|
|
8525
|
+
|
|
8526
|
+
\`\`\`csharp
|
|
8527
|
+
using UnityEditor;
|
|
8528
|
+
|
|
8529
|
+
GameObject obj = GameObject.Find("ObjectToDelete");
|
|
8530
|
+
if (obj == null)
|
|
8531
|
+
{
|
|
8532
|
+
return "GameObject not found";
|
|
8533
|
+
}
|
|
8534
|
+
|
|
8535
|
+
Undo.DestroyObjectImmediate(obj);
|
|
8536
|
+
return "GameObject destroyed (Undo available)";
|
|
8537
|
+
\`\`\`
|
|
8538
|
+
|
|
8539
|
+
## Named Undo Group
|
|
8540
|
+
|
|
8541
|
+
\`\`\`csharp
|
|
8542
|
+
using UnityEditor;
|
|
8543
|
+
|
|
8544
|
+
GameObject selected = Selection.activeGameObject;
|
|
8545
|
+
if (selected == null)
|
|
8546
|
+
{
|
|
8547
|
+
return "No GameObject selected";
|
|
8548
|
+
}
|
|
8549
|
+
|
|
8550
|
+
Undo.SetCurrentGroupName("Complex Transform Operation");
|
|
8551
|
+
|
|
8552
|
+
Undo.RecordObject(selected.transform, "");
|
|
8553
|
+
selected.transform.position = Vector3.zero;
|
|
8554
|
+
selected.transform.rotation = Quaternion.identity;
|
|
8555
|
+
selected.transform.localScale = Vector3.one;
|
|
8556
|
+
|
|
8557
|
+
return "Reset transform (Single undo step)";
|
|
8558
|
+
\`\`\`
|
|
8559
|
+
|
|
8560
|
+
## Collapse Multiple Operations into One Undo
|
|
8561
|
+
|
|
8562
|
+
\`\`\`csharp
|
|
8563
|
+
using UnityEditor;
|
|
8564
|
+
|
|
8565
|
+
int undoGroup = Undo.GetCurrentGroup();
|
|
8566
|
+
Undo.SetCurrentGroupName("Batch Operation");
|
|
8567
|
+
|
|
8568
|
+
GameObject cube1 = GameObject.CreatePrimitive(PrimitiveType.Cube);
|
|
8569
|
+
cube1.name = "Cube1";
|
|
8570
|
+
Undo.RegisterCreatedObjectUndo(cube1, "");
|
|
8571
|
+
|
|
8572
|
+
GameObject cube2 = GameObject.CreatePrimitive(PrimitiveType.Cube);
|
|
8573
|
+
cube2.name = "Cube2";
|
|
8574
|
+
cube2.transform.position = Vector3.right * 2;
|
|
8575
|
+
Undo.RegisterCreatedObjectUndo(cube2, "");
|
|
8576
|
+
|
|
8577
|
+
GameObject cube3 = GameObject.CreatePrimitive(PrimitiveType.Cube);
|
|
8578
|
+
cube3.name = "Cube3";
|
|
8579
|
+
cube3.transform.position = Vector3.right * 4;
|
|
8580
|
+
Undo.RegisterCreatedObjectUndo(cube3, "");
|
|
8581
|
+
|
|
8582
|
+
Undo.CollapseUndoOperations(undoGroup);
|
|
8583
|
+
return "Created 3 cubes (Single undo step)";
|
|
8584
|
+
\`\`\`
|
|
8585
|
+
|
|
8586
|
+
## Modify ScriptableObject with Undo
|
|
8587
|
+
|
|
8588
|
+
\`\`\`csharp
|
|
8589
|
+
using UnityEditor;
|
|
8590
|
+
|
|
8591
|
+
string path = "Assets/Data/GameSettings.asset";
|
|
8592
|
+
ScriptableObject so = AssetDatabase.LoadAssetAtPath<ScriptableObject>(path);
|
|
8593
|
+
if (so == null)
|
|
8594
|
+
{
|
|
8595
|
+
return $"Asset not found at {path}";
|
|
8596
|
+
}
|
|
8597
|
+
|
|
8598
|
+
Undo.RecordObject(so, "Modify Settings");
|
|
8599
|
+
SerializedObject serializedObj = new SerializedObject(so);
|
|
8600
|
+
SerializedProperty prop = serializedObj.FindProperty("maxHealth");
|
|
8601
|
+
if (prop != null)
|
|
8602
|
+
{
|
|
8603
|
+
prop.intValue = 200;
|
|
8604
|
+
serializedObj.ApplyModifiedProperties();
|
|
8605
|
+
}
|
|
8606
|
+
return "Modified ScriptableObject (Undo available)";
|
|
8607
|
+
\`\`\`
|
|
8608
|
+
|
|
8609
|
+
## Modify Material with Undo
|
|
8610
|
+
|
|
8611
|
+
\`\`\`csharp
|
|
8612
|
+
using UnityEditor;
|
|
8613
|
+
|
|
8614
|
+
string path = "Assets/Materials/MyMaterial.mat";
|
|
8615
|
+
Material mat = AssetDatabase.LoadAssetAtPath<Material>(path);
|
|
8616
|
+
if (mat == null)
|
|
8617
|
+
{
|
|
8618
|
+
return $"Material not found at {path}";
|
|
8619
|
+
}
|
|
8620
|
+
|
|
8621
|
+
Undo.RecordObject(mat, "Change Material Color");
|
|
8622
|
+
mat.color = Color.red;
|
|
8623
|
+
return "Changed material color (Undo available)";
|
|
8624
|
+
\`\`\`
|
|
8625
|
+
|
|
8626
|
+
`
|
|
8627
|
+
}
|
|
8628
|
+
},
|
|
8629
|
+
{
|
|
8630
|
+
name: "uloop-execute-menu-item",
|
|
8631
|
+
dirName: "uloop-execute-menu-item",
|
|
8632
|
+
content: SKILL_default6
|
|
8633
|
+
},
|
|
8634
|
+
{
|
|
8635
|
+
name: "uloop-find-game-objects",
|
|
8636
|
+
dirName: "uloop-find-game-objects",
|
|
8637
|
+
content: SKILL_default7
|
|
8638
|
+
},
|
|
8639
|
+
{
|
|
8640
|
+
name: "uloop-focus-window",
|
|
8641
|
+
dirName: "uloop-focus-window",
|
|
8642
|
+
content: SKILL_default8
|
|
8643
|
+
},
|
|
8644
|
+
{
|
|
8645
|
+
name: "uloop-get-hierarchy",
|
|
8646
|
+
dirName: "uloop-get-hierarchy",
|
|
8647
|
+
content: SKILL_default9
|
|
8648
|
+
},
|
|
8649
|
+
{
|
|
8650
|
+
name: "uloop-get-logs",
|
|
8651
|
+
dirName: "uloop-get-logs",
|
|
8652
|
+
content: SKILL_default10
|
|
8653
|
+
},
|
|
8654
|
+
{
|
|
8655
|
+
name: "uloop-get-menu-items",
|
|
8656
|
+
dirName: "uloop-get-menu-items",
|
|
8657
|
+
content: SKILL_default11
|
|
8658
|
+
},
|
|
8659
|
+
{
|
|
8660
|
+
name: "uloop-get-provider-details",
|
|
8661
|
+
dirName: "uloop-get-provider-details",
|
|
8662
|
+
content: SKILL_default12
|
|
8663
|
+
},
|
|
8664
|
+
{
|
|
8665
|
+
name: "uloop-run-tests",
|
|
8666
|
+
dirName: "uloop-run-tests",
|
|
8667
|
+
content: SKILL_default13
|
|
8668
|
+
},
|
|
8669
|
+
{
|
|
8670
|
+
name: "uloop-unity-search",
|
|
8671
|
+
dirName: "uloop-unity-search",
|
|
8672
|
+
content: SKILL_default14
|
|
8673
|
+
}
|
|
8674
|
+
];
|
|
8675
|
+
|
|
8676
|
+
// src/skills/skills-manager.ts
|
|
8677
|
+
var EXCLUDED_DIRS = /* @__PURE__ */ new Set(["node_modules", ".git", "Temp", "obj", "Build", "Builds", "Logs"]);
|
|
8678
|
+
function getGlobalSkillsDir(target) {
|
|
8679
|
+
return (0, import_path5.join)((0, import_os.homedir)(), target.projectDir, "skills");
|
|
8680
|
+
}
|
|
8681
|
+
function getProjectSkillsDir(target) {
|
|
8682
|
+
const projectRoot = findUnityProjectRoot();
|
|
8683
|
+
if (!projectRoot) {
|
|
8684
|
+
throw new Error(
|
|
8685
|
+
"Not inside a Unity project. Run this command from within a Unity project directory."
|
|
8686
|
+
);
|
|
8687
|
+
}
|
|
8688
|
+
return (0, import_path5.join)(projectRoot, target.projectDir, "skills");
|
|
8689
|
+
}
|
|
8690
|
+
function getSkillPath(skillDirName, target, global) {
|
|
8691
|
+
const baseDir = global ? getGlobalSkillsDir(target) : getProjectSkillsDir(target);
|
|
8692
|
+
return (0, import_path5.join)(baseDir, skillDirName, target.skillFileName);
|
|
8693
|
+
}
|
|
8694
|
+
function isSkillInstalled(skill, target, global) {
|
|
8695
|
+
const skillPath = getSkillPath(skill.dirName, target, global);
|
|
8696
|
+
return (0, import_fs4.existsSync)(skillPath);
|
|
8697
|
+
}
|
|
8698
|
+
function isSkillOutdated(skill, target, global) {
|
|
8699
|
+
const baseDir = global ? getGlobalSkillsDir(target) : getProjectSkillsDir(target);
|
|
8700
|
+
const skillDir = (0, import_path5.join)(baseDir, skill.dirName);
|
|
8701
|
+
const skillPath = (0, import_path5.join)(skillDir, target.skillFileName);
|
|
8702
|
+
if (!(0, import_fs4.existsSync)(skillPath)) {
|
|
8703
|
+
return false;
|
|
8704
|
+
}
|
|
8705
|
+
const installedContent = (0, import_fs4.readFileSync)(skillPath, "utf-8");
|
|
8706
|
+
if (installedContent !== skill.content) {
|
|
8707
|
+
return true;
|
|
8708
|
+
}
|
|
8709
|
+
if ("additionalFiles" in skill && skill.additionalFiles) {
|
|
8710
|
+
const additionalFiles = skill.additionalFiles;
|
|
8711
|
+
for (const [relativePath, expectedContent] of Object.entries(additionalFiles)) {
|
|
8712
|
+
const filePath = (0, import_path5.join)(skillDir, relativePath);
|
|
8713
|
+
if (!(0, import_fs4.existsSync)(filePath)) {
|
|
8714
|
+
return true;
|
|
8715
|
+
}
|
|
8716
|
+
const installedFileContent = (0, import_fs4.readFileSync)(filePath, "utf-8");
|
|
8717
|
+
if (installedFileContent !== expectedContent) {
|
|
8718
|
+
return true;
|
|
8719
|
+
}
|
|
8720
|
+
}
|
|
8721
|
+
}
|
|
8722
|
+
return false;
|
|
8723
|
+
}
|
|
8724
|
+
function getSkillStatus(skill, target, global) {
|
|
8725
|
+
if (!isSkillInstalled(skill, target, global)) {
|
|
8726
|
+
return "not_installed";
|
|
8727
|
+
}
|
|
8728
|
+
if (isSkillOutdated(skill, target, global)) {
|
|
8729
|
+
return "outdated";
|
|
8730
|
+
}
|
|
8731
|
+
return "installed";
|
|
8732
|
+
}
|
|
8733
|
+
function parseFrontmatter(content) {
|
|
8734
|
+
const frontmatterMatch = content.match(/^---\n([\s\S]*?)\n---/);
|
|
8735
|
+
if (!frontmatterMatch) {
|
|
8736
|
+
return {};
|
|
8737
|
+
}
|
|
8738
|
+
const frontmatter = {};
|
|
8739
|
+
const lines = frontmatterMatch[1].split("\n");
|
|
8740
|
+
for (const line of lines) {
|
|
8741
|
+
const colonIndex = line.indexOf(":");
|
|
8742
|
+
if (colonIndex === -1) {
|
|
8743
|
+
continue;
|
|
8744
|
+
}
|
|
8745
|
+
const key = line.slice(0, colonIndex).trim();
|
|
8746
|
+
const value = line.slice(colonIndex + 1).trim();
|
|
8747
|
+
if (value === "true") {
|
|
8748
|
+
frontmatter[key] = true;
|
|
8749
|
+
} else if (value === "false") {
|
|
8750
|
+
frontmatter[key] = false;
|
|
8751
|
+
} else {
|
|
8752
|
+
frontmatter[key] = value;
|
|
8753
|
+
}
|
|
8754
|
+
}
|
|
8755
|
+
return frontmatter;
|
|
8756
|
+
}
|
|
8757
|
+
function scanEditorFolderForSkills(editorPath, skills) {
|
|
8758
|
+
if (!(0, import_fs4.existsSync)(editorPath)) {
|
|
8759
|
+
return;
|
|
8760
|
+
}
|
|
8761
|
+
const entries = (0, import_fs4.readdirSync)(editorPath, { withFileTypes: true });
|
|
8762
|
+
for (const entry of entries) {
|
|
8763
|
+
if (EXCLUDED_DIRS.has(entry.name)) {
|
|
8764
|
+
continue;
|
|
8765
|
+
}
|
|
8766
|
+
const fullPath = (0, import_path5.join)(editorPath, entry.name);
|
|
8767
|
+
if (entry.isDirectory()) {
|
|
8768
|
+
const skillMdPath = (0, import_path5.join)(fullPath, "SKILL.md");
|
|
8769
|
+
if ((0, import_fs4.existsSync)(skillMdPath)) {
|
|
8770
|
+
const content = (0, import_fs4.readFileSync)(skillMdPath, "utf-8");
|
|
8771
|
+
const frontmatter = parseFrontmatter(content);
|
|
8772
|
+
if (frontmatter.internal === true) {
|
|
8773
|
+
continue;
|
|
8774
|
+
}
|
|
8775
|
+
const name = typeof frontmatter.name === "string" ? frontmatter.name : entry.name;
|
|
8776
|
+
skills.push({
|
|
8777
|
+
name,
|
|
8778
|
+
dirName: name,
|
|
8779
|
+
content,
|
|
8780
|
+
sourcePath: skillMdPath
|
|
8781
|
+
});
|
|
8782
|
+
}
|
|
8783
|
+
scanEditorFolderForSkills(fullPath, skills);
|
|
8784
|
+
}
|
|
8785
|
+
}
|
|
8786
|
+
}
|
|
8787
|
+
function findEditorFolders(basePath, maxDepth = 2) {
|
|
8788
|
+
const editorFolders = [];
|
|
8789
|
+
function scan(currentPath, depth) {
|
|
8790
|
+
if (depth > maxDepth || !(0, import_fs4.existsSync)(currentPath)) {
|
|
8791
|
+
return;
|
|
8792
|
+
}
|
|
8793
|
+
const entries = (0, import_fs4.readdirSync)(currentPath, { withFileTypes: true });
|
|
8794
|
+
for (const entry of entries) {
|
|
8795
|
+
if (!entry.isDirectory() || EXCLUDED_DIRS.has(entry.name)) {
|
|
8796
|
+
continue;
|
|
8797
|
+
}
|
|
8798
|
+
const fullPath = (0, import_path5.join)(currentPath, entry.name);
|
|
8799
|
+
if (entry.name === "Editor") {
|
|
8800
|
+
editorFolders.push(fullPath);
|
|
8801
|
+
} else {
|
|
8802
|
+
scan(fullPath, depth + 1);
|
|
8803
|
+
}
|
|
8804
|
+
}
|
|
8805
|
+
}
|
|
8806
|
+
scan(basePath, 0);
|
|
8807
|
+
return editorFolders;
|
|
8808
|
+
}
|
|
8809
|
+
function collectProjectSkills() {
|
|
8810
|
+
const projectRoot = findUnityProjectRoot();
|
|
8811
|
+
if (!projectRoot) {
|
|
8812
|
+
return [];
|
|
8813
|
+
}
|
|
8814
|
+
const skills = [];
|
|
8815
|
+
const seenNames = /* @__PURE__ */ new Set();
|
|
8816
|
+
const searchPaths = [
|
|
8817
|
+
(0, import_path5.join)(projectRoot, "Assets"),
|
|
8818
|
+
(0, import_path5.join)(projectRoot, "Packages"),
|
|
8819
|
+
(0, import_path5.join)(projectRoot, "Library", "PackageCache")
|
|
8820
|
+
];
|
|
8821
|
+
for (const searchPath of searchPaths) {
|
|
8822
|
+
if (!(0, import_fs4.existsSync)(searchPath)) {
|
|
8823
|
+
continue;
|
|
8824
|
+
}
|
|
8825
|
+
const editorFolders = findEditorFolders(searchPath, 3);
|
|
8826
|
+
for (const editorFolder of editorFolders) {
|
|
8827
|
+
scanEditorFolderForSkills(editorFolder, skills);
|
|
8828
|
+
}
|
|
8829
|
+
}
|
|
8830
|
+
const uniqueSkills = [];
|
|
8831
|
+
for (const skill of skills) {
|
|
8832
|
+
if (!seenNames.has(skill.name)) {
|
|
8833
|
+
seenNames.add(skill.name);
|
|
8834
|
+
uniqueSkills.push(skill);
|
|
8835
|
+
}
|
|
8836
|
+
}
|
|
8837
|
+
return uniqueSkills;
|
|
8838
|
+
}
|
|
8839
|
+
function getAllSkillStatuses(target, global) {
|
|
8840
|
+
const bundledStatuses = BUNDLED_SKILLS.map((skill) => ({
|
|
8841
|
+
name: skill.name,
|
|
8842
|
+
status: getSkillStatus(skill, target, global),
|
|
8843
|
+
path: isSkillInstalled(skill, target, global) ? getSkillPath(skill.dirName, target, global) : void 0,
|
|
8844
|
+
source: "bundled"
|
|
8845
|
+
}));
|
|
8846
|
+
const projectSkills = collectProjectSkills();
|
|
8847
|
+
const bundledNames = new Set(BUNDLED_SKILLS.map((s) => s.name));
|
|
8848
|
+
const projectStatuses = projectSkills.filter((skill) => !bundledNames.has(skill.name)).map((skill) => ({
|
|
8849
|
+
name: skill.name,
|
|
8850
|
+
status: getSkillStatus(skill, target, global),
|
|
8851
|
+
path: isSkillInstalled(skill, target, global) ? getSkillPath(skill.dirName, target, global) : void 0,
|
|
8852
|
+
source: "project"
|
|
8853
|
+
}));
|
|
8854
|
+
return [...bundledStatuses, ...projectStatuses];
|
|
8855
|
+
}
|
|
8856
|
+
function installSkill(skill, target, global) {
|
|
8857
|
+
const baseDir = global ? getGlobalSkillsDir(target) : getProjectSkillsDir(target);
|
|
8858
|
+
const skillDir = (0, import_path5.join)(baseDir, skill.dirName);
|
|
6608
8859
|
const skillPath = (0, import_path5.join)(skillDir, target.skillFileName);
|
|
6609
8860
|
(0, import_fs4.mkdirSync)(skillDir, { recursive: true });
|
|
6610
8861
|
(0, import_fs4.writeFileSync)(skillPath, skill.content, "utf-8");
|
|
8862
|
+
if ("additionalFiles" in skill && skill.additionalFiles) {
|
|
8863
|
+
const additionalFiles = skill.additionalFiles;
|
|
8864
|
+
for (const [relativePath, content] of Object.entries(additionalFiles)) {
|
|
8865
|
+
const fullPath = (0, import_path5.join)(skillDir, relativePath);
|
|
8866
|
+
(0, import_fs4.mkdirSync)((0, import_path5.dirname)(fullPath), { recursive: true });
|
|
8867
|
+
(0, import_fs4.writeFileSync)(fullPath, content, "utf-8");
|
|
8868
|
+
}
|
|
8869
|
+
}
|
|
6611
8870
|
}
|
|
6612
8871
|
function uninstallSkill(skill, target, global) {
|
|
6613
8872
|
const baseDir = global ? getGlobalSkillsDir(target) : getProjectSkillsDir(target);
|