├── .editorconfig ├── CHANGELOG.md ├── CHANGELOG.md.meta ├── Editor.meta ├── Editor ├── Actions.meta ├── Actions │ ├── CloneAssetAction.cs │ ├── CloneAssetAction.cs.meta │ ├── CreateAssetAction.cs │ ├── CreateAssetAction.cs.meta │ ├── CreateScriptAction.cs │ └── CreateScriptAction.cs.meta ├── ContextMenuItem.cs ├── ContextMenuItem.cs.meta ├── ContextMenuWindow.cs ├── ContextMenuWindow.cs.meta ├── MenuActionBase.cs ├── MenuActionBase.cs.meta ├── MenuSettings.cs ├── MenuSettings.cs.meta ├── MenuSettingsEditor.cs ├── MenuSettingsEditor.cs.meta ├── MenuSettingsProvider.cs ├── MenuSettingsProvider.cs.meta ├── ScriptableObjectMenu.Editor.asmdef ├── ScriptableObjectMenu.Editor.asmdef.meta ├── ScriptableObjectTemplate.cs.txt └── ScriptableObjectTemplate.cs.txt.meta ├── LICENSE ├── LICENSE.meta ├── README.md ├── README.md.meta ├── package.json ├── package.json.meta ├── preview.png └── preview.png.meta /.editorconfig: -------------------------------------------------------------------------------- 1 | root = true 2 | 3 | [*] 4 | indent_style = tab 5 | indent_size = 4 -------------------------------------------------------------------------------- /CHANGELOG.md: -------------------------------------------------------------------------------- 1 | # Changelog 2 | All notable changes to Scriptable Object Menu will be documented in this file. 3 | 4 | The format is based on [Keep a Changelog](http://keepachangelog.com) and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html). 5 | 6 | ## [2.1.0] - 2023-04-12 7 | 8 | ### Added 9 | - Custom Editor for the Project Settings window 10 | 11 | ### Changed 12 | - Moved the settings file from the Assets folder to the Project Settings folder 13 | 14 | ### Fixed 15 | - Performance regression in large projects with 'Include Selected Types' enabled 16 | 17 | ## [2.0.0] - 2023-01-29 18 | 19 | ### Added 20 | - Shortcut to create assets from selected types in the Project Window 21 | - Shortcut to clone assets from selected types in the Project Window 22 | - Ability to open newly created scripts with associated application 23 | - Ability to sort asset menu items alpha-numerically 24 | - Ability to group asset menu items by assembly 25 | - Editor only functions to the default template file 26 | - Configurable properties to the Project Settings window 27 | - Full support for user defined assemblies 28 | 29 | ### Changed 30 | - Optimised type discovery via TypeCache (for v19.2+ users) 31 | - Refactored for full integration with the Project Window 32 | 33 | ### Removed 34 | - Access modifiers from the default template file 35 | 36 | ## [1.3.0] - 2021-12-20 37 | 38 | ### Added 39 | - Unity package support 40 | - Assembly filtering 41 | - Dialog path synchronisation with the Project Window 42 | 43 | ## [1.0.0] - 2019-12-24 44 | - Initial commit -------------------------------------------------------------------------------- /CHANGELOG.md.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2dfa5fb36f660464e9c3957ba5ff7890 3 | TextScriptImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Editor.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: be246709c52bbb747b3f96d6933ec77f 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Editor/Actions.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7d60cb833e7fe5142acee02d103a234c 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Editor/Actions/CloneAssetAction.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEditor; 3 | using UnityEngine; 4 | 5 | namespace ScriptableObjectMenu 6 | { 7 | internal sealed class CloneAssetAction : MenuActionBase 8 | { 9 | /// 10 | /// The path of the asset to be cloned. 11 | /// 12 | private string m_AssetPath; 13 | 14 | [MenuItem(EDITOR_CREATE_MENU_PATH + "Clone", true, EDITOR_CREATE_MENU_PRIORITY + EDITOR_CREATE_MENU_SEPARATOR)] 15 | private static bool Validate () 16 | { 17 | return m_Settings.IsValid && IsScriptableObject(Selection.activeObject); 18 | } 19 | 20 | [MenuItem(EDITOR_CREATE_MENU_PATH + "Clone", false, EDITOR_CREATE_MENU_PRIORITY + EDITOR_CREATE_MENU_SEPARATOR)] 21 | private static void Initiate () 22 | { 23 | var path = AssetDatabase.GetAssetPath(Selection.activeObject); 24 | InvokeAction(path, EDITOR_ASSET_ICON_RESOURCE).m_AssetPath = path; 25 | } 26 | 27 | protected sealed override void Execute (string path) 28 | { 29 | if (!AssetDatabase.CopyAsset(m_AssetPath, path)) 30 | { 31 | throw new Exception($"Failed to clone asset at path '{path}'."); 32 | } 33 | 34 | var asset = UpdateAssetDatabase(path); 35 | 36 | if (asset == null) 37 | { 38 | throw new Exception($"Failed to clone asset at path '{path}'."); 39 | } 40 | 41 | PingProjectWindow(asset); 42 | 43 | if (m_Settings.LogOnSuccess) 44 | { 45 | Debug.Log($"Asset cloned at path '{path}'"); 46 | } 47 | } 48 | } 49 | } -------------------------------------------------------------------------------- /Editor/Actions/CloneAssetAction.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 69c3d211ee966ff4692bff019703def7 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Editor/Actions/CreateAssetAction.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.IO; 4 | using UnityEditor; 5 | using UnityEngine; 6 | using Object = UnityEngine.Object; 7 | 8 | namespace ScriptableObjectMenu 9 | { 10 | internal sealed class CreateAssetAction : MenuActionBase 11 | { 12 | /// 13 | /// The object HideFlags that are incompatible with creation. 14 | /// 15 | private const HideFlags INVALID_HIDE_FLAGS = HideFlags.DontSaveInEditor | HideFlags.HideInHierarchy; 16 | 17 | /// 18 | /// The Asset Database selection find filter. 19 | /// 20 | private const string SELECTION_FIND_FILTER = "t:" + nameof(ScriptableObject) + " t:" + nameof(MonoScript); 21 | 22 | /// 23 | /// The asset menu item cache. 24 | /// 25 | private static List m_ItemCache; 26 | 27 | /// 28 | /// The asset type to be created. 29 | /// 30 | private Type m_AssetType; 31 | 32 | [MenuItem(EDITOR_CREATE_MENU_PATH + "Asset", true, EDITOR_CREATE_MENU_PRIORITY)] 33 | private static bool Validate () 34 | { 35 | return !EditorApplication.isCompiling && m_Settings.IsValid; 36 | } 37 | 38 | [MenuItem(EDITOR_CREATE_MENU_PATH + "Asset", false, EDITOR_CREATE_MENU_PRIORITY)] 39 | private static void Initiate () 40 | { 41 | if (m_ItemCache == null || m_Settings.IsDirty) 42 | { 43 | m_Settings.IsDirty = false; 44 | GenerateItemCache(); 45 | } 46 | 47 | if (m_ItemCache.Count > 0) 48 | { 49 | var menu = CreateContextMenu(); 50 | ContextMenuWindow.Display(menu); 51 | } 52 | else if (EditorUtility.DisplayDialog("Error", "No Scriptable Object(s) found.\n\n" + 53 | "Would you like to create a new script?", "Create", "Cancel")) 54 | { 55 | CreateScriptAction.Initiate(); 56 | } 57 | } 58 | 59 | private static void GenerateItemCache () 60 | { 61 | m_ItemCache = new List(); 62 | 63 | #if UNITY_2019_2_OR_NEWER 64 | 65 | // From TypeCache 66 | foreach (var type in TypeCache.GetTypesDerivedFrom()) 67 | { 68 | if (IsScriptableObject(type) && IsAssemblyIncluded(type.Assembly)) 69 | { 70 | var path = CreateMenuPath(type); 71 | var item = CreateMenuItem(type, path); 72 | m_ItemCache.Add(item); 73 | } 74 | } 75 | #else 76 | // From Domain 77 | foreach (var asm in AppDomain.CurrentDomain.GetAssemblies()) 78 | { 79 | if (IsAssemblyIncluded(asm)) 80 | { 81 | foreach (var type in asm.GetTypes()) 82 | { 83 | if (IsScriptableObject(type)) 84 | { 85 | var path = CreateMenuPath(type); 86 | var item = CreateMenuItem(type, path); 87 | m_ItemCache.Add(item); 88 | } 89 | } 90 | } 91 | } 92 | #endif 93 | if (m_Settings.SortItemsByName) 94 | { 95 | m_ItemCache.Sort((x, y) => CompareAlphaNumeric(x.Path, y.Path)); 96 | } 97 | } 98 | 99 | private static GenericMenu CreateContextMenu () 100 | { 101 | var menu = new GenericMenu { allowDuplicateNames = !m_Settings.GroupItemsByAssembly }; 102 | 103 | // From selection 104 | if (m_Settings.IncludeSelectedTypes && TryGetSelectedTypes(out var types)) 105 | { 106 | foreach (var type in types) 107 | { 108 | var item = CreateMenuItem(type, type.Name); 109 | menu.AddItem(item.Content, false, item.Function); 110 | } 111 | 112 | menu.AddSeparator(string.Empty); 113 | } 114 | 115 | // From cache 116 | foreach (var item in m_ItemCache) 117 | { 118 | menu.AddItem(item.Content, false, item.Function); 119 | } 120 | 121 | return menu; 122 | } 123 | 124 | private static string CreateMenuPath (Type type) 125 | { 126 | // Convert namespace to path 127 | var path = type.FullName.Replace('.', '/'); 128 | 129 | // Prefix assembly name 130 | if (m_Settings.GroupItemsByAssembly) 131 | { 132 | path = $"{GetAssemblyRootName(type.Assembly)}/{path}"; 133 | } 134 | 135 | return path; 136 | } 137 | 138 | private static ContextMenuItem CreateMenuItem (Type type, string path) 139 | { 140 | return new ContextMenuItem(path, new GUIContent(path), () => 141 | { 142 | var name = Path.ChangeExtension(type.Name, EDITOR_ASSET_FILE_EXTENSION); 143 | InvokeAction(name, EDITOR_ASSET_ICON_RESOURCE).m_AssetType = type; 144 | }); 145 | } 146 | 147 | private static bool TryGetSelectedTypes (out List types) 148 | { 149 | var objects = Selection.objects; 150 | 151 | if (objects.Length == 0) 152 | { 153 | types = null; 154 | return false; 155 | } 156 | 157 | types = new List(); 158 | 159 | foreach (var obj in objects) 160 | { 161 | var path = AssetDatabase.GetAssetPath(obj); 162 | 163 | if (string.IsNullOrEmpty(path)) 164 | { 165 | continue; 166 | } 167 | 168 | if (!AssetDatabase.IsValidFolder(path)) 169 | { 170 | TryAdd(types, obj); 171 | continue; 172 | } 173 | 174 | foreach (var guid in AssetDatabase.FindAssets(SELECTION_FIND_FILTER, new[] { path })) 175 | { 176 | path = AssetDatabase.GUIDToAssetPath(guid); 177 | 178 | if (!string.IsNullOrEmpty(path)) 179 | { 180 | TryAdd(types, AssetDatabase.LoadMainAssetAtPath(path)); 181 | } 182 | } 183 | } 184 | 185 | if (types.Count == 0) 186 | { 187 | return false; 188 | } 189 | 190 | if (m_Settings.SortItemsByName) 191 | { 192 | types.Sort((x, y) => CompareAlphaNumeric(x.Name, y.Name)); 193 | } 194 | 195 | return true; 196 | 197 | static void TryAdd (List types, Object obj) 198 | { 199 | Type type; 200 | 201 | if (obj is ScriptableObject asset) 202 | { 203 | type = asset.GetType(); 204 | } 205 | else if (obj is MonoScript script) 206 | { 207 | type = script.GetClass(); 208 | } 209 | else 210 | { 211 | return; 212 | } 213 | 214 | if (type != null && 215 | !types.Contains(type) && 216 | IsScriptableObject(type) && 217 | IsAssemblyIncluded(type.Assembly)) 218 | { 219 | types.Add(type); 220 | } 221 | } 222 | } 223 | 224 | protected sealed override void Execute (string path) 225 | { 226 | var asset = CreateInstance(m_AssetType); 227 | 228 | if (asset == null) 229 | { 230 | throw new Exception($"Failed to create asset at path '{path}'."); 231 | } 232 | 233 | // Reject invalid HideFlags 234 | if ((asset.hideFlags & INVALID_HIDE_FLAGS) != 0) 235 | { 236 | DestroyImmediate(asset, true); 237 | throw new Exception($"Asset of type '{m_AssetType.Name}'" + 238 | " cannot be saved due to its 'HideFlags' settings."); 239 | } 240 | 241 | AssetDatabase.CreateAsset(asset, path); 242 | PingProjectWindow(asset); 243 | 244 | if (m_Settings.LogOnSuccess) 245 | { 246 | Debug.Log($"Asset created at path '{path}'"); 247 | } 248 | } 249 | } 250 | } -------------------------------------------------------------------------------- /Editor/Actions/CreateAssetAction.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 055a49f640fc0874aa4586c3728b1ded 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Editor/Actions/CreateScriptAction.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.IO; 3 | using System.Text; 4 | using System.Text.RegularExpressions; 5 | using UnityEditor; 6 | using UnityEditor.Compilation; 7 | using UnityEngine; 8 | using Assembly = System.Reflection.Assembly; 9 | 10 | namespace ScriptableObjectMenu 11 | { 12 | internal sealed class CreateScriptAction : MenuActionBase 13 | { 14 | /// 15 | /// The Regex pattern for identifiers. 16 | /// 17 | private const string REGEX_IDENTIFIER_PATTERN = "^[A-Z_][\\w]*$"; 18 | 19 | [MenuItem(EDITOR_CREATE_MENU_PATH + "Script", true, EDITOR_CREATE_MENU_PRIORITY + 1)] 20 | private static bool Validate () 21 | { 22 | return !EditorApplication.isCompiling && m_Settings.IsValid; 23 | } 24 | 25 | [MenuItem(EDITOR_CREATE_MENU_PATH + "Script", false, EDITOR_CREATE_MENU_PRIORITY + 1)] 26 | public static void Initiate () 27 | { 28 | var path = Path.ChangeExtension(m_Settings.DefaultScriptName, EDITOR_SCRIPT_FILE_EXTENSION); 29 | InvokeAction(path, EDITOR_SCRIPT_ICON_RESOURCE); 30 | } 31 | 32 | private static bool TypeExistsInAssembly (string path, string name) 33 | { 34 | var pasm = CompilationPipeline.GetAssemblyNameFromScriptPath(path); 35 | var qasm = Assembly.CreateQualifiedName(pasm, name); 36 | return Type.GetType(qasm, false, true) != null; 37 | } 38 | 39 | private static void CreateScriptFromTemplate (string path, string name) 40 | { 41 | try 42 | { 43 | // Set identifier 44 | var source = m_Settings.TemplateAssetFile.text; 45 | var script = source.Replace(m_Settings.TemplateIdentifierTag, name); 46 | 47 | // Save file 48 | var utf8 = new UTF8Encoding(true); 49 | File.WriteAllText(path, script, utf8); 50 | } 51 | catch 52 | { 53 | // Clean up 54 | if (File.Exists(path)) 55 | { 56 | File.Delete(path); 57 | } 58 | 59 | throw; 60 | } 61 | } 62 | 63 | protected sealed override void Execute (string path) 64 | { 65 | // Get name from path 66 | var name = Path.GetFileNameWithoutExtension(path); 67 | 68 | // Validate identifier 69 | if (!Regex.IsMatch(name, REGEX_IDENTIFIER_PATTERN)) 70 | { 71 | throw new Exception($"Invalid script name '{name}'.\n\n" + 72 | "Names must begin with a capital letter and contain only letters, digits or underscores."); 73 | } 74 | 75 | // Deconflict type 76 | if (TypeExistsInAssembly(path, name)) 77 | { 78 | throw new Exception($"Type '{name}' already exists."); 79 | } 80 | 81 | CreateScriptFromTemplate(path, name); 82 | 83 | var script = UpdateAssetDatabase(path); 84 | 85 | if (script == null) 86 | { 87 | throw new Exception($"Failed to create script at path '{path}'."); 88 | } 89 | 90 | PingProjectWindow(script); 91 | 92 | if (m_Settings.LogOnSuccess) 93 | { 94 | Debug.Log($"Script created at path '{path}'"); 95 | } 96 | 97 | if (m_Settings.OpenAfterCreation) 98 | { 99 | AssetDatabase.OpenAsset(script); 100 | } 101 | } 102 | } 103 | } -------------------------------------------------------------------------------- /Editor/Actions/CreateScriptAction.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f1b6c37428289d945bb781ec1209f344 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Editor/ContextMenuItem.cs: -------------------------------------------------------------------------------- 1 | using UnityEditor; 2 | using UnityEngine; 3 | 4 | namespace ScriptableObjectMenu 5 | { 6 | internal sealed class ContextMenuItem 7 | { 8 | /// 9 | /// The menu item's path. 10 | /// 11 | public string Path { get; private set; } 12 | 13 | /// 14 | /// The menu item's text content. 15 | /// 16 | public GUIContent Content { get; private set; } 17 | 18 | /// 19 | /// The menu item's function to execute. 20 | /// 21 | public GenericMenu.MenuFunction Function { get; private set; } 22 | 23 | public ContextMenuItem (string path, GUIContent content, GenericMenu.MenuFunction function) 24 | { 25 | Path = path; 26 | Content = content; 27 | Function = function; 28 | } 29 | } 30 | } -------------------------------------------------------------------------------- /Editor/ContextMenuItem.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2cfd1affd7b534d4dbb23896b39bfff4 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Editor/ContextMenuWindow.cs: -------------------------------------------------------------------------------- 1 | using UnityEditor; 2 | using UnityEngine; 3 | 4 | namespace ScriptableObjectMenu 5 | { 6 | internal sealed class ContextMenuWindow : EditorWindow 7 | { 8 | /// 9 | /// The context menu to display. 10 | /// 11 | private GenericMenu m_Menu; 12 | 13 | public static void Display (GenericMenu menu) 14 | { 15 | var window = CreateInstance(); 16 | window.position = new Rect(0f, 0f, 2f, 2f); 17 | window.m_Menu = menu; 18 | window.ShowPopup(); 19 | } 20 | 21 | private void OnGUI () 22 | { 23 | m_Menu?.ShowAsContext(); 24 | Close(); 25 | } 26 | } 27 | } -------------------------------------------------------------------------------- /Editor/ContextMenuWindow.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 39c7f8daef0bc864eb84c64b138dfbbd 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Editor/MenuActionBase.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Reflection; 3 | using UnityEditor; 4 | using UnityEditor.ProjectWindowCallback; 5 | using UnityEngine; 6 | using Object = UnityEngine.Object; 7 | 8 | namespace ScriptableObjectMenu 9 | { 10 | internal abstract class MenuActionBase : EndNameEditAction 11 | { 12 | /// 13 | /// The Editor's Create Asset menu separator offset. 14 | /// 15 | protected const int EDITOR_CREATE_MENU_SEPARATOR = 12; 16 | 17 | /// 18 | /// The Editor's Create Asset menu position. 19 | /// 20 | protected const int EDITOR_CREATE_MENU_PRIORITY = 81 - EDITOR_CREATE_MENU_SEPARATOR; 21 | 22 | /// 23 | /// The Editor's Create Asset menu path. 24 | /// 25 | protected const string EDITOR_CREATE_MENU_PATH = "Assets/Create/Scriptable Object/"; 26 | 27 | /// 28 | /// The Editor's asset icon resource name. 29 | /// 30 | protected const string EDITOR_ASSET_ICON_RESOURCE = "ScriptableObject Icon"; 31 | 32 | /// 33 | /// The Editor's script icon resource name. 34 | /// 35 | protected const string EDITOR_SCRIPT_ICON_RESOURCE = "cs Script Icon"; 36 | 37 | /// 38 | /// The Editor's extension for asset files. 39 | /// 40 | protected const string EDITOR_ASSET_FILE_EXTENSION = "asset"; 41 | 42 | /// 43 | /// The Editor's extension for script files. 44 | /// 45 | protected const string EDITOR_SCRIPT_FILE_EXTENSION = "cs"; 46 | 47 | /// 48 | /// The settings instance cache. 49 | /// 50 | protected static readonly MenuSettings m_Settings = MenuSettings.instance; 51 | 52 | protected static T InvokeAction (string path, string resource) where T : MenuActionBase 53 | { 54 | var action = CreateInstance(); 55 | var icon = EditorGUIUtility.IconContent(resource).image as Texture2D; 56 | ProjectWindowUtil.StartNameEditingIfProjectWindowExists(0, action, path, icon, null); 57 | return action; 58 | } 59 | 60 | protected static T UpdateAssetDatabase (string path) where T : Object 61 | { 62 | AssetDatabase.ImportAsset(path, ImportAssetOptions.ForceUpdate | 63 | ImportAssetOptions.ForceSynchronousImport); 64 | return AssetDatabase.LoadAssetAtPath(path); 65 | } 66 | 67 | protected static void PingProjectWindow (Object asset) 68 | { 69 | ProjectWindowUtil.ShowCreatedAsset(asset); 70 | EditorGUIUtility.PingObject(asset); 71 | } 72 | 73 | protected static bool IsScriptableObject (Object asset) 74 | { 75 | return 76 | asset is ScriptableObject && 77 | asset is not EditorWindow && 78 | asset is not Editor; 79 | } 80 | 81 | protected static bool IsScriptableObject (Type type) 82 | { 83 | return 84 | type.IsClass && 85 | !type.IsNested && 86 | !type.IsAbstract && 87 | !type.IsGenericType && 88 | type.IsSubclassOf(typeof(ScriptableObject)) && 89 | !type.IsSubclassOf(typeof(EditorWindow)) && 90 | !type.IsSubclassOf(typeof(Editor)); 91 | } 92 | 93 | protected static bool IsAssemblyIncluded (Assembly assembly) 94 | { 95 | var root = GetAssemblyRootName(assembly); 96 | return !m_Settings.ExcludeAssemblies.Contains(root); 97 | } 98 | 99 | protected static string GetAssemblyRootName (Assembly assembly) 100 | { 101 | var name = assembly.GetName().Name; 102 | var index = name.IndexOf('.'); 103 | return index < 0 ? name : name[..index]; 104 | } 105 | 106 | protected static int CompareAlphaNumeric (string left, string right) 107 | { 108 | return string.Compare(left, right, StringComparison.InvariantCultureIgnoreCase); 109 | } 110 | 111 | protected abstract void Execute (string path); 112 | 113 | public sealed override void Action (int id, string path, string resource) 114 | { 115 | try 116 | { 117 | Execute(path); 118 | } 119 | catch (Exception e) 120 | { 121 | EditorUtility.DisplayDialog("Error", e.Message, "OK"); 122 | } 123 | } 124 | } 125 | } -------------------------------------------------------------------------------- /Editor/MenuActionBase.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 47f217f4573c44e4d88fc39bebdff5c9 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Editor/MenuSettings.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | using UnityEditor; 3 | using UnityEngine; 4 | using Object = UnityEngine.Object; 5 | 6 | namespace ScriptableObjectMenu 7 | { 8 | [FilePath(PROJECT_SETTINGS_FILEPATH, FilePathAttribute.Location.ProjectFolder)] 9 | internal sealed class MenuSettings : ScriptableSingleton 10 | { 11 | /// 12 | /// The default name for new scripts. 13 | /// 14 | private const string DEFAULT_SCRIPT_NAME = "NewScriptableObject"; 15 | 16 | /// 17 | /// The default template's identifier tag. 18 | /// 19 | private const string DEFAULT_IDENTIFIER_TAG = "%IDENTIFIER_TAG%"; 20 | 21 | /// 22 | /// The default template's filename. 23 | /// 24 | private const string DEFAULT_TEMPLATE_FILENAME = "ScriptableObjectTemplate.cs"; 25 | 26 | /// 27 | /// The path to the project settings file. 28 | /// 29 | private const string PROJECT_SETTINGS_FILEPATH = "ProjectSettings/ScriptableObjectMenuSettings.asset"; 30 | 31 | /// 32 | /// The default assembly exclusion list. 33 | /// 34 | private static readonly List m_DefaultExcludeAssemblies = new List 35 | { 36 | "Unity", "UnityEngine", "UnityEditor", "System", "Mono" 37 | }; 38 | 39 | [field: Header("General Settings")] 40 | 41 | [field: Tooltip("Determines whether successful actions should be logged to the console.")] 42 | [field: SerializeField] public bool LogOnSuccess { get; private set; } 43 | 44 | [field: Header("Asset Settings")] 45 | 46 | [field: Tooltip("Determines whether asset menu items should be alpha-numerically sorted.")] 47 | [field: SerializeField] public bool SortItemsByName { get; private set; } 48 | 49 | [field: Tooltip("Determines whether asset menu items should be grouped by assembly.")] 50 | [field: SerializeField] public bool GroupItemsByAssembly { get; private set; } 51 | 52 | [field: Tooltip("Determines whether selected types in the Project Window should be included in the asset menu.")] 53 | [field: SerializeField] public bool IncludeSelectedTypes { get; private set; } 54 | 55 | [field: Tooltip("Specifies assemblies to exclude from type discovery.")] 56 | [field: SerializeField] private List m_ExcludeAssemblies; 57 | 58 | [field: Header("Script Settings")] 59 | 60 | [field: Tooltip("Determines whether new scripts should be opened with associated application.")] 61 | [field: SerializeField] public bool OpenAfterCreation { get; private set; } 62 | 63 | [field: Tooltip("Specifies the default name for new scripts.")] 64 | [field: SerializeField] public string DefaultScriptName { get; private set; } 65 | 66 | [field: Tooltip("Specifies the script template asset file.")] 67 | [field: SerializeField] public TextAsset TemplateAssetFile { get; private set; } 68 | 69 | [field: Tooltip("Specifies the script template's identifier tag.")] 70 | [field: SerializeField] public string TemplateIdentifierTag { get; private set; } 71 | 72 | /// 73 | /// The assembly exclusion set for O(1) lookup. 74 | /// 75 | public HashSet ExcludeAssemblies { get; private set; } 76 | 77 | /// 78 | /// Specifies whether the state is valid. 79 | /// 80 | public bool IsValid { get; private set; } 81 | 82 | /// 83 | /// Specifies whether the state has changed. 84 | /// 85 | public bool IsDirty { get; set; } 86 | 87 | private static T TryLoadAsset (string name = null) where T : Object 88 | { 89 | var guid = AssetDatabase.FindAssets($"{name} t:{typeof(T).Name}"); 90 | 91 | if (guid.Length > 0) 92 | { 93 | var path = AssetDatabase.GUIDToAssetPath(guid[0]); 94 | 95 | if (!string.IsNullOrEmpty(path)) 96 | { 97 | return AssetDatabase.LoadAssetAtPath(path); 98 | } 99 | } 100 | 101 | return null; 102 | } 103 | 104 | public void Reset () 105 | { 106 | LogOnSuccess = true; 107 | SortItemsByName = true; 108 | GroupItemsByAssembly = true; 109 | IncludeSelectedTypes = true; 110 | m_ExcludeAssemblies = new(m_DefaultExcludeAssemblies); 111 | 112 | OpenAfterCreation = true; 113 | DefaultScriptName = DEFAULT_SCRIPT_NAME; 114 | TemplateIdentifierTag = DEFAULT_IDENTIFIER_TAG; 115 | TemplateAssetFile = TryLoadAsset(DEFAULT_TEMPLATE_FILENAME); 116 | 117 | OnValidate(); 118 | Save(); 119 | } 120 | 121 | private void OnValidate () 122 | { 123 | Validate(); 124 | 125 | ExcludeAssemblies = new HashSet(m_ExcludeAssemblies) 126 | { 127 | nameof(ScriptableObjectMenu) 128 | }; 129 | 130 | IsDirty = true; 131 | } 132 | 133 | public bool Validate (ICollection messages = null) 134 | { 135 | IsValid = true; 136 | 137 | if (string.IsNullOrWhiteSpace(DefaultScriptName)) 138 | { 139 | IsValid = false; 140 | messages?.Add($"'{nameof(DefaultScriptName)}' is empty"); 141 | } 142 | 143 | if (TemplateAssetFile == null) 144 | { 145 | IsValid = false; 146 | messages?.Add($"'{nameof(TemplateAssetFile)}' is null"); 147 | } 148 | else if (string.IsNullOrWhiteSpace(TemplateIdentifierTag)) 149 | { 150 | IsValid = false; 151 | messages?.Add($"'{nameof(TemplateIdentifierTag)}' is empty"); 152 | } 153 | else if (!TemplateAssetFile.text.Contains(TemplateIdentifierTag)) 154 | { 155 | IsValid = false; 156 | messages?.Add($"'{TemplateAssetFile.name}' does not contain tag '{TemplateIdentifierTag}'"); 157 | } 158 | 159 | return IsValid; 160 | } 161 | 162 | public void Save () 163 | { 164 | if (IsValid) 165 | { 166 | Save(true); 167 | } 168 | } 169 | } 170 | } -------------------------------------------------------------------------------- /Editor/MenuSettings.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 91692f818956a6d4cac94dd8fd8e0e11 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Editor/MenuSettingsEditor.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | using UnityEditor; 3 | using UnityEngine; 4 | 5 | namespace ScriptableObjectMenu 6 | { 7 | [CustomEditor(typeof(MenuSettings))] 8 | internal sealed class MenuSettingsEditor : Editor 9 | { 10 | /// 11 | /// The menu settings target. 12 | /// 13 | private MenuSettings m_Settings; 14 | 15 | /// 16 | /// The validation error message. 17 | /// 18 | private string m_Message = string.Empty; 19 | 20 | private void OnEnable () 21 | { 22 | m_Settings = (MenuSettings)target; 23 | m_Settings.hideFlags &= ~HideFlags.NotEditable; 24 | 25 | ValidateSettings(); 26 | } 27 | 28 | private void OnDisable () 29 | { 30 | m_Settings.Save(); 31 | m_Settings.hideFlags |= HideFlags.NotEditable; 32 | } 33 | 34 | public sealed override void OnInspectorGUI () 35 | { 36 | var property = serializedObject.GetIterator(); 37 | 38 | if (!property.NextVisible(true)) 39 | { 40 | return; 41 | } 42 | 43 | using (var check = new EditorGUI.ChangeCheckScope()) 44 | { 45 | serializedObject.UpdateIfRequiredOrScript(); 46 | 47 | while (property.NextVisible(false)) 48 | { 49 | EditorGUILayout.PropertyField(property, true); 50 | } 51 | 52 | serializedObject.ApplyModifiedProperties(); 53 | 54 | if (check.changed) 55 | { 56 | ValidateSettings(); 57 | } 58 | } 59 | 60 | if (!m_Settings.IsValid) 61 | { 62 | EditorGUILayout.Space(); 63 | EditorGUILayout.HelpBox($"Invalid settings:\n\n{m_Message}\nThe menu will be disabled.", MessageType.Warning); 64 | } 65 | } 66 | 67 | private void ValidateSettings () 68 | { 69 | var messages = new List(); 70 | 71 | if (m_Settings.Validate(messages)) 72 | { 73 | return; 74 | } 75 | 76 | m_Message = string.Empty; 77 | 78 | foreach (var message in messages) 79 | { 80 | m_Message += $"- {message}\n"; 81 | } 82 | } 83 | } 84 | } -------------------------------------------------------------------------------- /Editor/MenuSettingsEditor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b68b6eb106ffed84f88ce7ffbbc6ffb9 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Editor/MenuSettingsProvider.cs: -------------------------------------------------------------------------------- 1 | using UnityEditor; 2 | using UnityEngine; 3 | 4 | namespace ScriptableObjectMenu 5 | { 6 | internal sealed class MenuSettingsProvider : AssetSettingsProvider 7 | { 8 | /// 9 | /// The Editor's Project Settings window path. 10 | /// 11 | private const string PROJECT_SETTINGS_PATH = "Project/Scriptable Object Menu"; 12 | 13 | /// 14 | /// The menu settings instance. 15 | /// 16 | private readonly MenuSettings m_Settings; 17 | 18 | [SettingsProvider] 19 | private static SettingsProvider Create () => new MenuSettingsProvider(MenuSettings.instance); 20 | 21 | private MenuSettingsProvider (MenuSettings settings) : 22 | base(PROJECT_SETTINGS_PATH, () => Editor.CreateEditor(settings), 23 | GetSearchKeywordsFromSerializedObject(new SerializedObject(settings))) 24 | { 25 | m_Settings = settings; 26 | } 27 | 28 | public sealed override void OnTitleBarGUI () 29 | { 30 | if (GUILayout.Button("Reset")) 31 | { 32 | m_Settings.Reset(); 33 | } 34 | } 35 | } 36 | } -------------------------------------------------------------------------------- /Editor/MenuSettingsProvider.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7c3da5ef115be854ab6f05ead4a14e18 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Editor/ScriptableObjectMenu.Editor.asmdef: -------------------------------------------------------------------------------- 1 | { 2 | "name": "ScriptableObjectMenu", 3 | "rootNamespace": "ScriptableObjectMenu", 4 | "references": [], 5 | "includePlatforms": [ 6 | "Editor" 7 | ], 8 | "excludePlatforms": [], 9 | "allowUnsafeCode": false, 10 | "overrideReferences": false, 11 | "precompiledReferences": [], 12 | "autoReferenced": false, 13 | "defineConstraints": [], 14 | "versionDefines": [], 15 | "noEngineReferences": false 16 | } -------------------------------------------------------------------------------- /Editor/ScriptableObjectMenu.Editor.asmdef.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 753bd4a1143abd94dbcacac32a6020af 3 | AssemblyDefinitionImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Editor/ScriptableObjectTemplate.cs.txt: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public class %IDENTIFIER_TAG% : ScriptableObject 4 | { 5 | /// 6 | /// Called by Unity when the script is started. 7 | /// 8 | void Awake () 9 | { 10 | } 11 | 12 | /// 13 | /// Called by Unity when the script is loaded. 14 | /// 15 | void OnEnable () 16 | { 17 | } 18 | 19 | /// 20 | /// Called by Unity when the script goes out of scope. 21 | /// 22 | void OnDisable () 23 | { 24 | } 25 | 26 | /// 27 | /// Called by Unity when the script will be destroyed. 28 | /// 29 | void OnDestroy () 30 | { 31 | } 32 | 33 | #if UNITY_EDITOR 34 | 35 | /// 36 | /// Editor-only function called by Unity when the user hits the reset button in the Inspector or when the script is loaded for the first time. 37 | /// 38 | void Reset () 39 | { 40 | } 41 | 42 | /// 43 | /// Editor-only function called by Unity when the script is loaded or a value is changed in the Inspector. 44 | /// 45 | void OnValidate () 46 | { 47 | } 48 | 49 | #endif 50 | } -------------------------------------------------------------------------------- /Editor/ScriptableObjectTemplate.cs.txt.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 97c6434ef6aef4249939120e1758a2e7 3 | TextScriptImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | GNU GENERAL PUBLIC LICENSE 2 | Version 3, 29 June 2007 3 | 4 | Copyright (C) 2007 Free Software Foundation, Inc. 5 | Everyone is permitted to copy and distribute verbatim copies 6 | of this license document, but changing it is not allowed. 7 | 8 | Preamble 9 | 10 | The GNU General Public License is a free, copyleft license for 11 | software and other kinds of works. 12 | 13 | The licenses for most software and other practical works are designed 14 | to take away your freedom to share and change the works. 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"Knowingly relying" means you have 508 | actual knowledge that, but for the patent license, your conveying the 509 | covered work in a country, or your recipient's use of the covered work 510 | in a country, would infringe one or more identifiable patents in that 511 | country that you have reason to believe are valid. 512 | 513 | If, pursuant to or in connection with a single transaction or 514 | arrangement, you convey, or propagate by procuring conveyance of, a 515 | covered work, and grant a patent license to some of the parties 516 | receiving the covered work authorizing them to use, propagate, modify 517 | or convey a specific copy of the covered work, then the patent license 518 | you grant is automatically extended to all recipients of the covered 519 | work and works based on it. 520 | 521 | A patent license is "discriminatory" if it does not include within 522 | the scope of its coverage, prohibits the exercise of, or is 523 | conditioned on the non-exercise of one or more of the rights that are 524 | specifically granted under this License. You may not convey a covered 525 | work if you are a party to an arrangement with a third party that is 526 | in the business of distributing software, under which you make payment 527 | to the third party based on the extent of your activity of conveying 528 | the work, and under which the third party grants, to any of the 529 | parties who would receive the covered work from you, a discriminatory 530 | patent license (a) in connection with copies of the covered work 531 | conveyed by you (or copies made from those copies), or (b) primarily 532 | for and in connection with specific products or compilations that 533 | contain the covered work, unless you entered into that arrangement, 534 | or that patent license was granted, prior to 28 March 2007. 535 | 536 | Nothing in this License shall be construed as excluding or limiting 537 | any implied license or other defenses to infringement that may 538 | otherwise be available to you under applicable patent law. 539 | 540 | 12. No Surrender of Others' Freedom. 541 | 542 | If conditions are imposed on you (whether by court order, agreement or 543 | otherwise) that contradict the conditions of this License, they do not 544 | excuse you from the conditions of this License. If you cannot convey a 545 | covered work so as to satisfy simultaneously your obligations under this 546 | License and any other pertinent obligations, then as a consequence you may 547 | not convey it at all. For example, if you agree to terms that obligate you 548 | to collect a royalty for further conveying from those to whom you convey 549 | the Program, the only way you could satisfy both those terms and this 550 | License would be to refrain entirely from conveying the Program. 551 | 552 | 13. Use with the GNU Affero General Public License. 553 | 554 | Notwithstanding any other provision of this License, you have 555 | permission to link or combine any covered work with a work licensed 556 | under version 3 of the GNU Affero General Public License into a single 557 | combined work, and to convey the resulting work. The terms of this 558 | License will continue to apply to the part which is the covered work, 559 | but the special requirements of the GNU Affero General Public License, 560 | section 13, concerning interaction through a network will apply to the 561 | combination as such. 562 | 563 | 14. Revised Versions of this License. 564 | 565 | The Free Software Foundation may publish revised and/or new versions of 566 | the GNU General Public License from time to time. Such new versions will 567 | be similar in spirit to the present version, but may differ in detail to 568 | address new problems or concerns. 569 | 570 | Each version is given a distinguishing version number. If the 571 | Program specifies that a certain numbered version of the GNU General 572 | Public License "or any later version" applies to it, you have the 573 | option of following the terms and conditions either of that numbered 574 | version or of any later version published by the Free Software 575 | Foundation. If the Program does not specify a version number of the 576 | GNU General Public License, you may choose any version ever published 577 | by the Free Software Foundation. 578 | 579 | If the Program specifies that a proxy can decide which future 580 | versions of the GNU General Public License can be used, that proxy's 581 | public statement of acceptance of a version permanently authorizes you 582 | to choose that version for the Program. 583 | 584 | Later license versions may give you additional or different 585 | permissions. However, no additional obligations are imposed on any 586 | author or copyright holder as a result of your choosing to follow a 587 | later version. 588 | 589 | 15. Disclaimer of Warranty. 590 | 591 | THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY 592 | APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT 593 | HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY 594 | OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, 595 | THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR 596 | PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM 597 | IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF 598 | ALL NECESSARY SERVICING, REPAIR OR CORRECTION. 599 | 600 | 16. Limitation of Liability. 601 | 602 | IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING 603 | WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS 604 | THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY 605 | GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE 606 | USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF 607 | DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD 608 | PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), 609 | EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF 610 | SUCH DAMAGES. 611 | 612 | 17. Interpretation of Sections 15 and 16. 613 | 614 | If the disclaimer of warranty and limitation of liability provided 615 | above cannot be given local legal effect according to their terms, 616 | reviewing courts shall apply local law that most closely approximates 617 | an absolute waiver of all civil liability in connection with the 618 | Program, unless a warranty or assumption of liability accompanies a 619 | copy of the Program in return for a fee. 620 | 621 | END OF TERMS AND CONDITIONS 622 | 623 | How to Apply These Terms to Your New Programs 624 | 625 | If you develop a new program, and you want it to be of the greatest 626 | possible use to the public, the best way to achieve this is to make it 627 | free software which everyone can redistribute and change under these terms. 628 | 629 | To do so, attach the following notices to the program. It is safest 630 | to attach them to the start of each source file to most effectively 631 | state the exclusion of warranty; and each file should have at least 632 | the "copyright" line and a pointer to where the full notice is found. 633 | 634 | 635 | Copyright (C) 636 | 637 | This program is free software: you can redistribute it and/or modify 638 | it under the terms of the GNU General Public License as published by 639 | the Free Software Foundation, either version 3 of the License, or 640 | (at your option) any later version. 641 | 642 | This program is distributed in the hope that it will be useful, 643 | but WITHOUT ANY WARRANTY; without even the implied warranty of 644 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 645 | GNU General Public License for more details. 646 | 647 | You should have received a copy of the GNU General Public License 648 | along with this program. If not, see . 649 | 650 | Also add information on how to contact you by electronic and paper mail. 651 | 652 | If the program does terminal interaction, make it output a short 653 | notice like this when it starts in an interactive mode: 654 | 655 | Copyright (C) 656 | This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'. 657 | This is free software, and you are welcome to redistribute it 658 | under certain conditions; type `show c' for details. 659 | 660 | The hypothetical commands `show w' and `show c' should show the appropriate 661 | parts of the General Public License. Of course, your program's commands 662 | might be different; for a GUI interface, you would use an "about box". 663 | 664 | You should also get your employer (if you work as a programmer) or school, 665 | if any, to sign a "copyright disclaimer" for the program, if necessary. 666 | For more information on this, and how to apply and follow the GNU GPL, see 667 | . 668 | 669 | The GNU General Public License does not permit incorporating your program 670 | into proprietary programs. If your program is a subroutine library, you 671 | may consider it more useful to permit linking proprietary applications with 672 | the library. If this is what you want to do, use the GNU Lesser General 673 | Public License instead of this License. But first, please read 674 | . -------------------------------------------------------------------------------- /LICENSE.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3facaace201080541891d4fdd95a7406 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Scriptable Object Menu 2 | Create Scriptable Object script and asset file instances from the Unity Editor. 3 | 4 | ## Installation 5 | 6 | - The Menu Bar > Window > Package Manager > Add package from git URL: 7 | ``` 8 | https://github.com/lee-io/ScriptableObject-Menu.git 9 | ``` 10 | - Alternatively, download and copy the `ScriptableObject-Menu` folder to your Assets folder 11 | 12 | ## Usage 13 | 14 | Select **Asset** or **Script** from either: 15 | 16 | - The Menu Bar > Assets > Create > Scriptable Object 17 | - The Project Window > Create > Scriptable Object 18 | 19 | ## Settings 20 | 21 | - The Menu Bar > Edit > Project Settings > Scriptable Object Menu 22 | 23 | ## Preview 24 | ![picture alt](https://raw.githubusercontent.com/lee-io/ScriptableObject-Menu/master/preview.png) -------------------------------------------------------------------------------- /README.md.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 00ca8afd94074fd449552f93a73c2946 3 | TextScriptImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /package.json: -------------------------------------------------------------------------------- 1 | { 2 | "name": "io.lee.scriptableobjectmenu", 3 | "version": "2.1.0", 4 | "displayName": "Scriptable Object Menu", 5 | "description": "Create Scriptable Object script and asset file instances from the Unity Editor.", 6 | "licensesUrl": "https://github.com/lee-io/ScriptableObject-Menu/blob/master/LICENSE", 7 | "changelogUrl": "https://github.com/lee-io/ScriptableObject-Menu/blob/master/CHANGELOG.md", 8 | "keywords": [ 9 | "Unity", 10 | "Editor", 11 | "ScriptableObject", 12 | "Scriptable Object" 13 | ], 14 | "type": "tool", 15 | "hideInEditor": true 16 | } -------------------------------------------------------------------------------- /package.json.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a1cef9d9d60fd924689aee1a3aedb00f 3 | TextScriptImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /preview.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/lee-io/ScriptableObject-Menu/8dc775f0a949c9d648246acd95b34adc198e90c3/preview.png -------------------------------------------------------------------------------- /preview.png.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 02b94601a53e06a4d95885ef21c5cb8e 3 | TextureImporter: 4 | internalIDToNameTable: [] 5 | externalObjects: {} 6 | serializedVersion: 11 7 | mipmaps: 8 | mipMapMode: 0 9 | enableMipMap: 1 10 | sRGBTexture: 1 11 | linearTexture: 0 12 | fadeOut: 0 13 | borderMipMap: 0 14 | mipMapsPreserveCoverage: 0 15 | alphaTestReferenceValue: 0.5 16 | mipMapFadeDistanceStart: 1 17 | mipMapFadeDistanceEnd: 3 18 | bumpmap: 19 | convertToNormalMap: 0 20 | externalNormalMap: 0 21 | heightScale: 0.25 22 | normalMapFilter: 0 23 | isReadable: 0 24 | streamingMipmaps: 0 25 | streamingMipmapsPriority: 0 26 | vTOnly: 0 27 | ignoreMasterTextureLimit: 0 28 | grayScaleToAlpha: 0 29 | generateCubemap: 6 30 | cubemapConvolution: 0 31 | seamlessCubemap: 0 32 | textureFormat: 1 33 | maxTextureSize: 2048 34 | textureSettings: 35 | serializedVersion: 2 36 | filterMode: 1 37 | aniso: 1 38 | mipBias: 0 39 | wrapU: 0 40 | wrapV: 0 41 | wrapW: 0 42 | nPOTScale: 1 43 | lightmap: 0 44 | compressionQuality: 50 45 | spriteMode: 0 46 | spriteExtrude: 1 47 | spriteMeshType: 1 48 | alignment: 0 49 | spritePivot: {x: 0.5, y: 0.5} 50 | spritePixelsToUnits: 100 51 | spriteBorder: {x: 0, y: 0, z: 0, w: 0} 52 | spriteGenerateFallbackPhysicsShape: 1 53 | alphaUsage: 1 54 | alphaIsTransparency: 0 55 | spriteTessellationDetail: -1 56 | textureType: 0 57 | textureShape: 1 58 | singleChannelComponent: 0 59 | flipbookRows: 1 60 | flipbookColumns: 1 61 | maxTextureSizeSet: 0 62 | compressionQualitySet: 0 63 | textureFormatSet: 0 64 | ignorePngGamma: 0 65 | applyGammaDecoding: 0 66 | platformSettings: 67 | - 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