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subasseteditor's Introduction

Sub Asset Editor

An editor tool for SubAsset in your project.

PRs Welcome

<< Description | Installation | Usage | Development Note | Change log >>





Description

'SubAsset' is an asset that is stored in the same file as the main asset.

It is good to organize multiple assets, to manage many assets.

For example, you can integrate Animation assets and AnimatorController asset into one file.

image

image

Features

  • Add other assets to main asset
  • Add referencing asset to main asset
  • Rename
  • Export
  • Delete
  • Lock main asset selection





Installation

Requirement

  • Unity 5.5 or later

(For Unity 2018.3 or later) Using OpenUPM

This package is available on OpenUPM.
You can install it via openupm-cli.

openupm add com.coffee.sub-asset-editor

(For Unity 2018.3 or later) Using Git

Find the manifest.json file in the Packages folder of your project and add a line to dependencies field.

  • Major version:
    "com.coffee.sub-asset-editor": "https://github.com/mob-sakai/SubAssetEditor.git"

To update the package, change suffix #{version} to the target version.

  • e.g. "com.coffee.sub-asset-editor": "https://github.com/mob-sakai/SubAssetEditor.git#1.0.0",

Or, use UpmGitExtension to install and update the package.

For Unity 2018.2 or earlier

  1. Download a source code zip file from Releases page
  2. Extract it
  3. Import it into the following directory in your Unity project
    • Packages (It works as an embedded package. For Unity 2018.1 or later)
    • Assets (Legacy way. For Unity 2017.1 or later)





Usage

  1. From the menu, click Assets > Sub Asset Editor.
  2. Select an asset in project window.
  3. Enjoy!





Contributing

Issues

Issues are very valuable to this project.

  • Ideas are a valuable source of contributions others can make
  • Problems show where this project is lacking
  • With a question you show where contributors can improve the user experience

Pull Requests

Pull requests are, a great way to get your ideas into this repository.
See sandbox/README.md.

Support

This is an open source project that I am developing in my spare time.
If you like it, please support me.
With your support, I can spend more time on development. :)






License

  • MIT

Author

See Also

subasseteditor's People

Contributors

semantic-release-bot avatar mob-sakai avatar kumokyaku avatar

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Watchers

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subasseteditor's Issues

Huge freezes with prefabs

Describe the bug
When selecting Prefab with hundreds of gameobjects SubAsset window freezes Unity.

To Reproduce
Steps to reproduce the behavior:

  1. Create Prefab with hundreds of game objects
  2. Open SubAsset window
  3. Select created prefab
  4. Huge freeze

Expected behavior
Must work without freezes

Environment (please complete the following information):

  • Version 1.0.0
  • Platform: Editor(Windows/Mac)
  • Unity version: 2021.3.5f1

Additional context
Seems like the problem is that SubAsset editor tries to show all gameobjects (Transform and RectTransform components) of a prefab in SubAsset tab. This creates a huge freezes with prefabs containing hundreds of gameobjects

Package renaming request

Hi @mob-sakai,

Favo from OpenUPM - a platform collects open-source UPM packages. First of all, thanks for creating this awesome open-source package. I am writing to you because OpenUPM is preparing to comply with Unity's Terms of Services (TOS) Updates. Your package is available on our platform, and I need your help to make some changes.

According to the Unity Package Manager Naming Convention, the package name should use reverse domain name notation, at least 3 sections joined by a dot: tld.org-name.package-name. For example com.littlebigfun.addressable-importer.

  • tld is the top-level domain, like com, org and so on. If you're not sure about what to use, please use com.
  • org-name is your organization name. With tld together it makes sure the organization name is globally unique to its registered owner. You should avoid using a tld and org-name combination that may be confusing to users, like com.unity or com.github.
  • package-name is your package name.

Your package name is SubAssetEditor. I recommend you to update it to comply with the naming convention by,

  • change the package name in package.json.
  • bump the version field of package.json.
  • create a Git tag.

Please reply to me if you've made the change, I will update the OpenUPM side to make it live.

If you do not respond to the issue, It will be closed by the end of Jan 2021, and your package will be removed from our platform. Please notice that Unity Package Guiding Principles & Guidelines do not apply to you when you host Packages on GitHub for Unity users to download and put the Packages in their projects, as long as the hosted Package does not, directly or indirectly, leverage the Unity Editor as a marketing or distribution platform. Thus, you don't have to change anything if you don't intend to publish the package on a scoped registry (like OpenUPM).

Sorry for the inconvenience, feel free to discuss with me if you have any questions.

BR
Favo

UnityEditor high CPU usage after adding subAsset

The 'hasSelectionChanged' flag should be set back to false around line291;
Otherwise the AssetDatabase.Refresh() is called repeatedly which would drag down the unity editor.

if (hasSelectionChanged)
{
	AssetDatabase.SaveAssets();
	AssetDatabase.Refresh();
	OnSelectionChanged(current);
        hasSelectionChanged = false; // <- here
}

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