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hierarchyplus's Introduction

HierarchyPlus

A general improvement to the Unity hierarchy window such as component icons, guide lines, row coloring and settings for customization.

Features

  • Enhanced hierarchy view: Component icons, guide lines, row coloring, and other.
  • Left click components to toggle on/off.
  • Right click components to open their context menu.
  • Toggled objects and components can be recorded for faster clip creation.
  • Easy custom icon support for any component.
  • Settings window for customization and coloring.

image

Custom Icons

You can change or add your own icons for components. Here's how to do it:
1- Hover over the icon of the component whose icon you want to change.

2- Find the CustomIcons folder under Packages > DreadTools - HierarchyPlus > CustomIcons

3- Add your icon into that folder and give it the same name as the component that it belongs to.

4- You may have to refresh the Icons to see the effect immediately. Find HierarchyPlus settings window under DreadTools > HierarchyPlus, and click Refresh Icons

Thank you

If you enjoy HierarchyPlus, please consider supporting me ♡ or rating it on Gumroad!

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hierarchyplus's Issues

[FEATURE REQUEST] Add custom icons for Layers, Tags, and Static on GameObjects. Add Icons for VRCSceneDescriptor and UdonBehaviours.

Hi there,

I am coming from using QHierarchy and since it may have started to break in Unity 2022, there are some features on it that I feel are missing in your HierarchyPlus system. Some of which are customizable Layers and Tag Icons, and a Static indicator too. In addition, I would like to see Icons for components specifically found in the Worlds SDK since I build Worlds, such as the VRCSceneDescriptor and UdonBehaviour components.

I would like to know if adding these to HierarchyPlus is possible. If so, that would be awesome.

Thanks!

[BUG] Toggling Gameobject also toggles adjacent component.

H+ 1.2.0, Unity 2022

Whenever an GameObject is selected and then toggled, it will also toggle the component next in the list.
This can have unintended impact on animations that toggle just the GameObject.
I couldn't reproduce it consistently, but I believe it is a side-effect of the drag-toggle.
https://splash.buddyworks.wtf/rKT10V7E.gif
Unity_TtncPUlk3Z

In scenarios with more components, only the next component adjacent to the GameObject toggle gets disabled.

[BUG] [Unity 2022] useCustomGameObjectIcon doesn't function on Unity 2022.

A previous feature request of mine outside of GitHub asked for these color tags:

image

… to be visible in the hierarchy. This works in 2019, but 2022 broke that behavior as it seems.
This option is reflected in the settings as "Use Custom GameObject Icon".

Expected look:
image

Same thing in 2022:
image

Tested version: H+ 1.2.0
Fresh projects with nothing but the SDK and H+.

Option to always render icons

Requested by sylvester334.
A settings toggle such as "Always Show" to make stuff render anyway regardless of the space left on the rect.

Guidelines offset

The guide lines in the hierarchy seem to be off center on higher resolution monitors.
image
My own screen is small and it wasn't easy to visualize differences since my own monitor displays it correctly.
My own attempts just made it even more off center.
The line drawing code already draws at the 1/2 locations such as offsetting left by 16/2 (size of the foldout icon) and offsetting down by half the height of the Rect it's in so I'm unsure what other approach should be done.

Drag Toggle Components

Seems to be a popular request. The ability to click and drag the mouse over components to toggle them rather than clicking them individually. gif from lunarvoid

Best way I can think of is to do the following

On left mouse down

  1. Set a custom hot control id unique to this feature
  2. Have a Hashset<Object> ready and cleared
  3. Add the clicked component to that hashset

While hot control is equal to the unique one from above

  • If a component icon rect contains the mouse
    • if the hashset already contains the component, ignore it. That means it was already toggled.
    • If the hashset doesn't contain the component, toggle it, then add it to the hashet

That should work as requested and expected.

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