Smaller Helper Tools - FACS01-01/FACS_Utilities GitHub Wiki
Missing Script Editor
- Lets you see the data inside missing scripts (
MonoBehavioursandScriptableObjects). - 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 TreeorAnimator Controller. - *Add as sub asset to an existing
Animator ControllerorBlend 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
Componentsare grouped by Type.- You can easily select All or None
Componentsfrom a given Type, with the labeled buttons to the right. - The buttons Hide and Show are for hiding or showing a
ComponentType on Hierarchy View. The fewerComponentsdisplayed, the easier it is to navigate the hierarchy.
Hierarchy View
Componentsare displayed in a hierarchy tree, similar to the Hierarchy Tab.GameObjectswith all theirComponentTypes hidden are omitted and not displayed in the hierarchy.- You can select All or None
Componentsfrom a givenGameObjectwith the labeled buttons to its right.- Only
ComponentTypes currently being displayed are toggled. - If you are holding Control while clicking on All or None, you will also toggle
Componentsfrom its child/innerGameObjects.
- Only
- If you hold Control while clicking on a folded/closed
GameObject, all innerGameObjectswill also unfold until finding a visibleComponentor a step with multipleGameObjects. - If you hold Control while clicking on a unfolded/open
GameObject, all innerGameObjectswill 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.