├── .gitignore ├── Assets ├── Editor.meta ├── Editor │ ├── Scripts.meta │ └── Scripts │ │ ├── CreateNesting.cs │ │ ├── CreateNesting.cs.meta │ │ ├── CreatePrefab.cs │ │ ├── CreatePrefab.cs.meta │ │ ├── CustomPrefabEnvironment.cs │ │ ├── CustomPrefabEnvironment.cs.meta │ │ ├── GameObjectType.cs │ │ ├── GameObjectType.cs.meta │ │ ├── GetInstanceHandle.cs │ │ ├── GetInstanceHandle.cs.meta │ │ ├── ModifyLibraryObject.cs │ │ ├── ModifyLibraryObject.cs.meta │ │ ├── PrefabInfo.cs │ │ ├── PrefabInfo.cs.meta │ │ ├── SetStatic.cs │ │ └── SetStatic.cs.meta ├── Prefabs.meta ├── Prefabs │ ├── A.prefab │ ├── A.prefab.meta │ ├── B.prefab │ ├── B.prefab.meta │ ├── C variant.prefab │ ├── C variant.prefab.meta │ ├── C.prefab │ ├── C.prefab.meta │ ├── Cube.prefab │ ├── Cube.prefab.meta │ ├── PrefabWithEventLogging.prefab │ ├── PrefabWithEventLogging.prefab.meta │ ├── Simple.prefab │ ├── Simple.prefab.meta │ ├── Table.prefab │ └── Table.prefab.meta ├── Scenes.meta ├── Scenes │ ├── Room.unity │ ├── Room.unity.meta │ ├── SampleScene.unity │ └── SampleScene.unity.meta ├── Scripts.meta └── Scripts │ ├── AlwaysUpdate.cs │ ├── AlwaysUpdate.cs.meta │ ├── GameObjectTypeLogging.cs │ ├── GameObjectTypeLogging.cs.meta │ ├── LogGameObjecTypeOnEvents.cs │ └── LogGameObjecTypeOnEvents.cs.meta ├── Packages └── manifest.json └── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── UnityConnectSettings.asset └── VFXManager.asset /.gitignore: -------------------------------------------------------------------------------- 1 | /Library/ 2 | /Temp/ 3 | /obj/ 4 | -------------------------------------------------------------------------------- /Assets/Editor.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 98c735f47a5da44f7bcbf2e7491f990c 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Editor/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 67171606f7a9c4d5da72712365dc5500 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Editor/Scripts/CreateNesting.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEditor; 3 | 4 | public class CreateNesting 5 | { 6 | [MenuItem("Prefabs/Nesting/NestBInA Via Instances")] 7 | static public void NestBInAViaInstances() 8 | { 9 | var goA = (GameObject)AssetDatabase.LoadMainAssetAtPath("Assets/Prefabs/A.prefab"); 10 | var goB = (GameObject)AssetDatabase.LoadMainAssetAtPath("Assets/Prefabs/B.prefab"); 11 | 12 | var instanceA = (GameObject)PrefabUtility.InstantiatePrefab(goA); 13 | var instanceB = (GameObject)PrefabUtility.InstantiatePrefab(goB); 14 | 15 | instanceB.GetComponent().parent = instanceA.GetComponent(); 16 | PrefabUtility.RecordPrefabInstancePropertyModifications(instanceB.GetComponent()); 17 | PrefabUtility.ApplyPrefabInstance(instanceA, InteractionMode.AutomatedAction); 18 | 19 | // Clean up 20 | GameObject.DestroyImmediate(instanceA); 21 | } 22 | 23 | [MenuItem("Prefabs/Nesting/NestBInA Via Content")] 24 | static public void NestBInAViaContent() 25 | { 26 | string path = "Assets/Prefabs/A.prefab"; 27 | 28 | var goB = (GameObject)AssetDatabase.LoadMainAssetAtPath("Assets/Prefabs/B.prefab"); 29 | var instanceB = (GameObject)PrefabUtility.InstantiatePrefab(goB); 30 | 31 | var root = PrefabUtility.LoadPrefabContents(path); 32 | 33 | instanceB.GetComponent().parent = root.GetComponent(); 34 | PrefabUtility.RecordPrefabInstancePropertyModifications(instanceB.GetComponent()); 35 | PrefabUtility.SaveAsPrefabAsset(root, path); 36 | 37 | // Clean up 38 | PrefabUtility.UnloadPrefabContents(root); 39 | } 40 | } 41 | -------------------------------------------------------------------------------- /Assets/Editor/Scripts/CreateNesting.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 59ba8c1dd57464ed2a694405ddb764a1 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Editor/Scripts/CreatePrefab.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEditor; 3 | 4 | public class CreatePrefab 5 | { 6 | [MenuItem("Prefabs/Create/Create Prefab")] 7 | static public void CreateACubePrefab() 8 | { 9 | var path = EditorUtility.SaveFilePanel("Create Prefab", "Assets", "Cube.prefab", "prefab"); 10 | 11 | if (!string.IsNullOrEmpty(path)) 12 | { 13 | var cube = GameObject.CreatePrimitive(PrimitiveType.Cube); 14 | 15 | // If you simply want the cube to be written as an asset but not turn into a prefab instance 16 | // use this method 17 | PrefabUtility.SaveAsPrefabAsset(cube, path); 18 | 19 | // This method will create a Prefab asset and make the GameObject an instance of the 20 | // new prefab asset 21 | PrefabUtility.SaveAsPrefabAssetAndConnect(cube, path, InteractionMode.AutomatedAction); 22 | } 23 | } 24 | 25 | [MenuItem("Prefabs/Create/Create Variant")] 26 | static public void CreatePrefabVariant() 27 | { 28 | var go = Selection.activeGameObject; 29 | if (go == null) 30 | return; 31 | 32 | bool isAsset = PrefabUtility.IsPartOfPrefabAsset(go); 33 | bool isInstance = PrefabUtility.IsPartOfPrefabInstance(go); 34 | 35 | if (!isAsset && !isInstance) 36 | return; 37 | 38 | string path = ""; 39 | if (isAsset) 40 | { 41 | path = AssetDatabase.GetAssetPath(go); 42 | go = (GameObject)PrefabUtility.InstantiatePrefab(go); 43 | } 44 | else if (isInstance) 45 | { 46 | go = PrefabUtility.GetOutermostPrefabInstanceRoot(go); 47 | path = AssetDatabase.GetAssetPath(PrefabUtility.GetCorrespondingObjectFromSource(go)); 48 | } 49 | 50 | var prefabName = System.IO.Path.GetFileNameWithoutExtension(path); 51 | path = System.IO.Path.GetDirectoryName(path); 52 | PrefabUtility.SaveAsPrefabAsset(go, path + "/" + prefabName + " Variant.prefab"); 53 | } 54 | } 55 | -------------------------------------------------------------------------------- /Assets/Editor/Scripts/CreatePrefab.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8d62235f8acf3437caf1b82bd5d2ed30 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Editor/Scripts/CustomPrefabEnvironment.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.SceneManagement; 3 | using UnityEditor; 4 | using UnityEditor.Experimental.SceneManagement; 5 | 6 | [InitializeOnLoad] 7 | class CustomPrefabEnvironment 8 | { 9 | static CustomPrefabEnvironment() 10 | { 11 | // Uncomment this to dynamically create a plane when entering Prefab Mode 12 | //PrefabStage.prefabStageOpened += OnPrefabStageOpened; 13 | } 14 | 15 | static void OnPrefabStageOpened(PrefabStage prefabStage) 16 | { 17 | Debug.Log("OnPrefabStageOpened " + prefabStage.prefabAssetPath); 18 | 19 | // Get info from the PrefabStage 20 | var root = prefabStage.prefabContentsRoot; 21 | var scene = prefabStage.scene; 22 | var renderer = root.GetComponent(); 23 | 24 | // If no renderer skip our custom environment 25 | if (renderer == null) 26 | return; 27 | 28 | // Create environment plane 29 | var plane = GameObject.CreatePrimitive(PrimitiveType.Plane); 30 | SceneManager.MoveGameObjectToScene(plane, scene); 31 | 32 | // Adjust environment plane to the prefab root's lower bounds 33 | Bounds bounds = renderer.bounds; 34 | plane.transform.position = new Vector3(bounds.center.x, bounds.min.y, bounds.center.z); 35 | } 36 | } -------------------------------------------------------------------------------- /Assets/Editor/Scripts/CustomPrefabEnvironment.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ff327e882472c4abb96177c66c4df057 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Editor/Scripts/GameObjectType.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEditor; 3 | using UnityEditor.SceneManagement; 4 | using UnityEditor.Experimental.SceneManagement; 5 | 6 | public class GameObjectType 7 | { 8 | [MenuItem("Prefabs/Query/Get Stage Info")] 9 | static void LogSelectedGameObjectInfo() 10 | { 11 | var go = Selection.activeGameObject; 12 | if (go == null) 13 | { 14 | Debug.Log("Please select a GameObject"); 15 | return; 16 | } 17 | 18 | GameObjectTypeLogging.LogStageInformation(go); 19 | } 20 | } 21 | -------------------------------------------------------------------------------- /Assets/Editor/Scripts/GameObjectType.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b59a04652d2dd4abf9baa4aef0af9cf9 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Editor/Scripts/GetInstanceHandle.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEditor; 3 | 4 | public class GetInstanceHandle 5 | { 6 | [MenuItem("Prefabs/Query/Get Instance Handle")] 7 | static public void GetPrefabInstanceHandle() 8 | { 9 | var go = Selection.activeGameObject; 10 | 11 | if (!PrefabUtility.IsPartOfPrefabInstance(go)) 12 | { 13 | Debug.Log("Selected GameObject is not a Prefab Instance"); 14 | return; 15 | } 16 | 17 | var handle = PrefabUtility.GetPrefabInstanceHandle(go); 18 | } 19 | 20 | [MenuItem("Prefabs/Query/Is Selection Part of Same Prefab Instance")] 21 | static public void IsSelectionPartOfSamePrefabInstance() 22 | { 23 | if (Selection.gameObjects.Length < 2) 24 | { 25 | Debug.Log("Please select more than 1 GameObject"); 26 | return; 27 | } 28 | 29 | var firstGO = Selection.gameObjects[0]; 30 | var firstHandle = PrefabUtility.GetPrefabInstanceHandle(firstGO); 31 | 32 | foreach (var go in Selection.gameObjects) 33 | { 34 | var nextHandle = PrefabUtility.GetPrefabInstanceHandle(go); 35 | if (nextHandle != firstHandle) 36 | { 37 | Debug.Log("Selected GameObject are not part of the same Prefab Instance"); 38 | return; 39 | } 40 | } 41 | 42 | if (firstHandle != null) 43 | Debug.Log("The selected GameObject are from the same Prefab Instance"); 44 | else 45 | Debug.Log("No Prefab instance was selected"); 46 | } 47 | 48 | [MenuItem("Prefabs/Query/Are 2 GameObjects Part of same Prefab Instance")] 49 | static public void Are2GameObjectFromSameInstance() 50 | { 51 | if (Selection.gameObjects.Length != 2) 52 | { 53 | Debug.Log("Please select 2 GameObjects"); 54 | return; 55 | } 56 | 57 | var firstHandle = PrefabUtility.GetPrefabInstanceHandle(Selection.gameObjects[0]); 58 | var secondHandle = PrefabUtility.GetPrefabInstanceHandle(Selection.gameObjects[1]); 59 | 60 | if (firstHandle == secondHandle) 61 | Debug.Log("GameObject belongs to same instance"); 62 | else 63 | Debug.Log("GameObject are not from the same instance"); 64 | } 65 | 66 | } 67 | -------------------------------------------------------------------------------- /Assets/Editor/Scripts/GetInstanceHandle.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: bb1e31020e20741fb9168ae14cd89ca7 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Editor/Scripts/ModifyLibraryObject.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEditor; 3 | 4 | public class ModifyLibraryObject 5 | { 6 | [MenuItem("Prefabs/Modify/Library Object")] 7 | static public void DontDoThis() 8 | { 9 | string path = "Assets/Prefabs/A.prefab"; 10 | var goA = (GameObject)AssetDatabase.LoadMainAssetAtPath(path); 11 | 12 | GameObjectUtility.SetStaticEditorFlags(goA, ~GameObjectUtility.GetStaticEditorFlags(goA)); 13 | PrefabUtility.SavePrefabAsset(goA); 14 | } 15 | 16 | [MenuItem("Prefabs/Modify/Library Object B inside A")] 17 | static public void DontDoThisAtAll() 18 | { 19 | string path = "Assets/Prefabs/A.prefab"; 20 | var goA = (GameObject)AssetDatabase.LoadMainAssetAtPath(path); 21 | 22 | var goB = goA.GetComponent().GetChild(0).gameObject; 23 | 24 | GameObjectUtility.SetStaticEditorFlags(goB, ~GameObjectUtility.GetStaticEditorFlags(goB)); 25 | 26 | // B is a nested prefab inside A 27 | // So doing this resulsts in PropertyModifications being generate for B inside A 28 | PrefabUtility.SavePrefabAsset(goA); 29 | } 30 | } 31 | -------------------------------------------------------------------------------- /Assets/Editor/Scripts/ModifyLibraryObject.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9e2e6096d3377494598251fa3c9573eb 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Editor/Scripts/PrefabInfo.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEditor; 3 | using UnityEditor.Experimental.SceneManagement; 4 | using UnityEditor.SceneManagement; 5 | using System.Text; 6 | 7 | public class PrefabInfo 8 | { 9 | [MenuItem("Prefabs/Query/Get Prefab Info")] 10 | static public void PrintPrefabInfo() 11 | { 12 | var go = Selection.activeGameObject; 13 | if (go == null) 14 | { 15 | Debug.Log("Please select a GameObject"); 16 | return; 17 | } 18 | 19 | GameObjectTypeLogging.LogPrefabInformation(go); 20 | } 21 | 22 | 23 | } 24 | -------------------------------------------------------------------------------- /Assets/Editor/Scripts/PrefabInfo.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 99844599d039f41a782ef260d9d53037 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Editor/Scripts/SetStatic.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using UnityEditor; 5 | 6 | public class SetStatic 7 | { 8 | /// The pupose of this script is to set the LightmapStatic 9 | /// flag on all selected Prefab assets 10 | [MenuItem("Prefabs/Modify/SetStatic")] 11 | static void SetStaticFlagOnPrefabs() 12 | { 13 | // For performance reasons we disable 14 | // asset importing while we modify the prefab 15 | AssetDatabase.StartAssetEditing(); 16 | 17 | foreach (var obj in Selection.gameObjects) 18 | { 19 | // Skip if the object is not part of a Prefab Asset 20 | if (!PrefabUtility.IsPartOfPrefabAsset(obj)) 21 | continue; 22 | 23 | // Skip if the file does not exists 24 | var path = AssetDatabase.GetAssetPath(obj); 25 | Debug.Log(path); 26 | if (string.IsNullOrEmpty(path)) 27 | continue; 28 | 29 | // Load the content of the Prefab asset so we can modify it 30 | var assetRoot = PrefabUtility.LoadPrefabContents(path); 31 | 32 | GameObjectUtility.SetStaticEditorFlags(assetRoot, StaticEditorFlags.LightmapStatic); 33 | 34 | // Write the updated GameObject to the Prefab asset 35 | PrefabUtility.SaveAsPrefabAsset(assetRoot, path); 36 | 37 | // Clean up is important or we will leak scenes and 38 | // eventually run out of temporary scenes. 39 | PrefabUtility.UnloadPrefabContents(assetRoot); 40 | } 41 | 42 | // Reimport everything that has queued up since we disable 43 | // importing. This would be all the Prefab that was edited. 44 | AssetDatabase.StopAssetEditing(); 45 | } 46 | } 47 | -------------------------------------------------------------------------------- /Assets/Editor/Scripts/SetStatic.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9cdb31ed9d6cf4482af06f982911066f 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Prefabs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 48d30c8b6f088435d9a4651bbecf3a03 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | 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m_Children: [] 257 | m_Father: {fileID: 0} 258 | m_RootOrder: 0 259 | m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} 260 | -------------------------------------------------------------------------------- /Assets/Scenes/SampleScene.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 99c9720ab356a0642a771bea13969a05 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c27e7bd7f33f54e8698d9d81e1c9e171 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/AlwaysUpdate.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using UnityEditor; 5 | 6 | [ExecuteAlways] 7 | public class AlwaysUpdate : MonoBehaviour 8 | { 9 | public float rotationSpeed = 20.0f; 10 | 11 | [System.NonSerialized] 12 | public float updateCount = 0; 13 | 14 | void Update() 15 | { 16 | // Rotate only in playmode 17 | // We don't want this in edit mode nor in prefab mode 18 | // as it would update the prefab asset 19 | if (Application.IsPlaying(this)) 20 | { 21 | Transform t = GetComponent(); 22 | t.Rotate(rotationSpeed * Time.deltaTime, 0, 0); 23 | } 24 | 25 | ++updateCount; 26 | Debug.Log(string.Format("Updates {0}", updateCount)); 27 | } 28 | } 29 | -------------------------------------------------------------------------------- /Assets/Scripts/AlwaysUpdate.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a24dc3c81b3984a2190f4db74724b5b3 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/GameObjectTypeLogging.cs: -------------------------------------------------------------------------------- 1 | using System.Text; 2 | using UnityEditor; 3 | using UnityEditor.Experimental.SceneManagement; 4 | using UnityEditor.SceneManagement; 5 | using UnityEngine; 6 | 7 | static public class GameObjectTypeLogging 8 | { 9 | static public void LogStageInformation(GameObject go) 10 | { 11 | // First check if input GameObject is persistent before checking what stage the GameObject is in 12 | if (EditorUtility.IsPersistent(go)) 13 | { 14 | if (!PrefabUtility.IsPartOfPrefabAsset(go)) 15 | { 16 | Debug.Log("The GameObject is a temporary object created during import. OnValidate() is called two times with a temporary object during import: First time is when saving cloned objects to .prefab file. Second event is when reading .prefab file objects during import"); 17 | } 18 | else 19 | { 20 | Debug.Log("GameObject is part of an imported Prefab Asset (from the Library folder)"); 21 | } 22 | return; 23 | } 24 | 25 | // If the GameObject is not persistent let's determine which stage we are in first because getting Prefab info depends on it 26 | var mainStage = StageUtility.GetMainStageHandle(); 27 | var currentStage = StageUtility.GetStageHandle(go); 28 | if (currentStage == mainStage) 29 | { 30 | if (PrefabUtility.IsPartOfPrefabInstance(go)) 31 | { 32 | var type = PrefabUtility.GetPrefabAssetType(go); 33 | var path = AssetDatabase.GetAssetPath(PrefabUtility.GetCorrespondingObjectFromSource(go)); 34 | Debug.Log(string.Format("GameObject is part of a Prefab Instance in the MainStage and is of type: {0}. It comes from the prefab asset: {1}", type, path)); 35 | } 36 | else 37 | { 38 | Debug.Log("GameObject is a plain GameObject in the MainStage"); 39 | } 40 | } 41 | else 42 | { 43 | var prefabStage = PrefabStageUtility.GetPrefabStage(go); 44 | if (prefabStage != null) 45 | { 46 | if (PrefabUtility.IsPartOfPrefabInstance(go)) 47 | { 48 | var type = PrefabUtility.GetPrefabAssetType(go); 49 | var nestedPrefabPath = AssetDatabase.GetAssetPath(PrefabUtility.GetCorrespondingObjectFromSource(go)); 50 | Debug.Log(string.Format("GameObject is in a PrefabStage. The GameObject is part of a nested Prefab Instance and is of type: {0}. The opened Prefab asset is: {1} and the nested Prefab asset is: {2}", type, prefabStage.prefabAssetPath, nestedPrefabPath)); 51 | } 52 | else 53 | { 54 | var prefabAssetRoot = AssetDatabase.LoadAssetAtPath(prefabStage.prefabAssetPath); 55 | var type = PrefabUtility.GetPrefabAssetType(prefabAssetRoot); 56 | Debug.Log(string.Format("GameObject is in a PrefabStage. The opened Prefab is of type: {0}. The GameObject comes from the prefab asset: {1}", type, prefabStage.prefabAssetPath)); 57 | } 58 | } 59 | else if (EditorSceneManager.IsPreviewSceneObject(go)) 60 | { 61 | Debug.Log("GameObject is not in the MainStage, nor in a PrefabStage. But it is in a PreviewScene so could be used for Preview rendering or other utilities."); 62 | } 63 | else 64 | { 65 | Debug.LogError("Unknown GameObject Info"); 66 | } 67 | } 68 | } 69 | 70 | static public void LogPrefabInformation(GameObject go) 71 | { 72 | StringBuilder stringBuilder = new StringBuilder(); 73 | 74 | // First check if input GameObject is persistent before checking what stage the GameObject is in 75 | if (EditorUtility.IsPersistent(go)) 76 | { 77 | if (!PrefabUtility.IsPartOfPrefabAsset(go)) 78 | { 79 | stringBuilder.Append("The GameObject is a temporary object created during import. OnValidate() is called two times with a temporary object during import: First time is when saving cloned objects to .prefab file. Second event is when reading .prefab file objects during import"); 80 | } 81 | else 82 | { 83 | stringBuilder.Append("GameObject is part of an imported Prefab Asset (from the Library folder).\n"); 84 | stringBuilder.AppendLine("Prefab Asset: " + GetPrefabInfoString(go)); 85 | } 86 | 87 | Debug.Log(stringBuilder.ToString()); 88 | return; 89 | } 90 | 91 | PrefabStage prefabStage = PrefabStageUtility.GetPrefabStage(go); 92 | if (prefabStage != null) 93 | { 94 | GameObject openPrefabThatContentsIsPartOf = AssetDatabase.LoadAssetAtPath(prefabStage.prefabAssetPath); 95 | stringBuilder.AppendFormat( 96 | "The GameObject is part of the Prefab contents of the Prefab Asset:\n{0}\n\n", 97 | GetPrefabInfoString(openPrefabThatContentsIsPartOf)); 98 | } 99 | 100 | if (!PrefabUtility.IsPartOfPrefabInstance(go)) 101 | { 102 | stringBuilder.Append("The GameObject is a plain GameObject (not part of a Prefab instance).\n"); 103 | } 104 | else 105 | { 106 | // This is the Prefab Asset that can be applied to via the Overrides dropdown. 107 | GameObject outermostPrefabAssetObject = PrefabUtility.GetCorrespondingObjectFromSource(go); 108 | // This is the Prefab Asset that determines the icon that is shown in the Hierarchy for the nearest root. 109 | GameObject nearestRootPrefabAssetObject = AssetDatabase.LoadAssetAtPath(PrefabUtility.GetPrefabAssetPathOfNearestInstanceRoot(go)); 110 | // This is the Prefab Asset where the original version of the object comes from. 111 | GameObject originalPrefabAssetObject = PrefabUtility.GetCorrespondingObjectFromOriginalSource(go); 112 | stringBuilder.AppendFormat( 113 | @"Prefab Asset of the outermost Prefab instance the input GameObject is part of is: 114 | {0} 115 | 116 | Prefab Asset of the nearest Prefab instance root the input GameObject is part of is: 117 | {1} 118 | 119 | Prefab Asset of the innermost Prefab instance the input GameObject is part of is: 120 | {2} 121 | 122 | Complete nesting chain from outermost to original: 123 | ", 124 | GetPrefabInfoString(outermostPrefabAssetObject), 125 | GetPrefabInfoString(nearestRootPrefabAssetObject), 126 | GetPrefabInfoString(originalPrefabAssetObject)); 127 | 128 | GameObject current = outermostPrefabAssetObject; 129 | while (current != null) 130 | { 131 | stringBuilder.AppendLine(GetPrefabInfoString(current)); 132 | current = PrefabUtility.GetCorrespondingObjectFromSource(current); 133 | } 134 | } 135 | 136 | stringBuilder.AppendLine(""); 137 | 138 | Debug.Log(stringBuilder.ToString()); 139 | } 140 | 141 | static string GetPrefabInfoString(GameObject prefabAssetGameObject) 142 | { 143 | string name = prefabAssetGameObject.transform.root.gameObject.name; 144 | string assetPath = AssetDatabase.GetAssetPath(prefabAssetGameObject); 145 | PrefabAssetType type = PrefabUtility.GetPrefabAssetType(prefabAssetGameObject); 146 | return string.Format("{0} (type: {1}) at '{2}'", name, type, assetPath); 147 | } 148 | } 149 | -------------------------------------------------------------------------------- /Assets/Scripts/GameObjectTypeLogging.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c28a642bb9a9f4244a54a930753899ca 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/LogGameObjecTypeOnEvents.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class LogGameObjecTypeOnEvents : MonoBehaviour 6 | { 7 | private void Awake() 8 | { 9 | Debug.Log("Awake"); 10 | GameObjectTypeLogging.LogStageInformation(gameObject); 11 | //GameObjectTypeLogging.LogPrefabInfo(gameObject); 12 | } 13 | 14 | private void OnValidate() 15 | { 16 | Debug.Log("OnValidate"); 17 | GameObjectTypeLogging.LogStageInformation(gameObject); 18 | //GameObjectTypeLogging.LogPrefabInfo(gameObject); 19 | } 20 | } 21 | -------------------------------------------------------------------------------- /Assets/Scripts/LogGameObjecTypeOnEvents.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 909c348b433a8ac48932e12bb09fe624 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Packages/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | "com.unity.ads": "2.0.8", 4 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