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odinhierarchy's Introduction

Odin Hierarchy

Pimp your hierarchy with pattern matching on your game objects... the styling settings is saved along with your project as a ScriptableObject file.

The hierarchy function actually does not related to Odin at all but it utilizes Odin Inspector's built-in icons, some drawing methods in SirenixEditorGUI, and most importantly making a good editor out of a mere ScriptableObject data file.

How to use

  1. The code uses C#6.0 so it requires .NET 4.x settings in the Player Settings.
  2. Put the 3 files in Editor folder or any assembly with Editor include platform that knows Odin.
  3. Window > Odin Hierarchy to start setting up your hierarchy stylings.

Usage ideas

Example 1 Example 2 Example 3 Example 4

Not sure about you, but I always had trouble looking for Text, Button, and Animator in my uGUI stack. By doing like this it helps me somewhat.

Example 5

Now that I have 2 types of Text (and TextMeshPro) and 2 types of Animator (and LegacyAnimator) you can make them similar but a bit different with color/decoration.

Notes

  • Game object name match by substring but scene and component must be an exact match.
  • It match from top of the list to bottom and choose only one. If you have a game object with both Button and Animator for example and you have both of them in the settings, it will use the appearance of whichever comes first.
  • To match a class with generics, the official C# Type.Name of those classes looks like this MyGenericClass`1 (for MyGenericClass<T>)
  • Put $ in front of a class matching name to target the immediate base class instead. For example $MonoBehaviour will match almost everything.
  • You may remove [CreateAssetMenu] from the code once you have created the ScriptableObject file. You never need an another one.
  • I don't have a pro skin to test but it should be fine?
  • Right click on the title text and select "Secret" to see hidden fields.

odinhierarchy's People

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odinhierarchy's Issues

Version Control

Hi @5argon,

Favo from OpenUPM again. Thanks for making this awesome UPM package. @JesseTG just submitted your package to our platform. However, as you have known that we're tracking Git tags... To make it happen, I would suggest you make GitHub releases (which create Git tags) for version control. It can be achieved either manually or using an automatic approach.

After your GitHub release, our build pipelines will detect the changes and build UPM packages in 5-10 minutes. Then you can visit your package at https://openupm.com/packages/com.e7.odinhierarchy/.

Hopeful this makes sense for you.

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