Smaller Helper Tools - FACS01-01/FACS_Utilities GitHub Wiki

Missing Script Editor

  • Lets you see the data inside missing scripts (MonoBehaviours and ScriptableObjects).
  • Can be used together with Fix Scripts to repair them, if the source script ID hasn't been lost.

Extra Asset Context Menus

Right-click the selected asset's header in the Inspector Tab, to get a menu with extra tools.

For Animator Controllers

  • Hide and Show its sub-assets on the Project Tab.

For Blend Trees

  • Hide and Show its sub-assets on the Project Tab.
  • *Disconnect and make it a separate main asset, if it was a sub-asset in another Blend Tree or Animator Controller.
  • *Add as sub asset to an existing Animator Controller or Blend Tree.

* This requires deleting the original asset, which can cause other assets to lose their object reference to it. Only Animator Controllers and Blend Trees are automatically relinked.


Component Hierarchy

Provides 2 types of visualizations for groups of Components: List View and Hierarchy View.

List View

  • Components are grouped by Type.
  • You can easily select All or None Components from a given Type, with the labeled buttons to the right.
  • The buttons Hide and Show are for hiding or showing a Component Type on Hierarchy View. The fewer Components displayed, the easier it is to navigate the hierarchy.

Hierarchy View

  • Components are displayed in a hierarchy tree, similar to the Hierarchy Tab.
  • GameObjects with all their Component Types hidden are omitted and not displayed in the hierarchy.
  • You can select All or None Components from a given GameObject with the labeled buttons to its right.
    • Only Component Types currently being displayed are toggled.
    • If you are holding Control while clicking on All or None, you will also toggle Components from its child/inner GameObjects.
  • If you hold Control while clicking on a folded/closed GameObject, all inner GameObjects will also unfold until finding a visible Component or a step with multiple GameObjects.
  • If you hold Control while clicking on a unfolded/open GameObject, all inner GameObjects will also fold.

Optimized Model Import

This is a Post Processor that runs on Model assets (FBX, Blender, Maya, etc files) when they are imported into the Project, and removes unneeded internal bone references from meshes and Skinned Mesh Renderers.

Unlike Skinned Mesh Optimizer that creates new Prefab and Mesh assets, this tool doesn't create separate files. The optimization stays linked to the Model file, and will propagate to derived Prefab assets, as well to Instantiated Prefabs in Scene. If you edit the Model file and cause it to reimport, the optimization is applied again without breaking asset references.

To enable and disable this tool, go to the menu FACS Utils/Avatar Tools/Optimized Model Import. Doing so will trigger a Script Recompilation.

Models imported while this tool was disabled (or while it was not yet installed in the Project) will not receive this optimization. To fix this, enable the tool, go to the Model asset, right-click it and select Reimport.

With the menu FACS Utils/Avatar Tools/Optimized Model Import/Reimport All you can reimport all Model assets inside the Assets folder at once. Depending on the tool's Enable state, you will apply or remove the internal bone references optimization.