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unity-assetdependencygraph's Issues

[Bug] Compile Error

Unity Version: 2020.2.0b10
Platfrom: Windows 10

Library\PackageCache\com.harryrose.assetdependencygraph@abc0e6551d\AssetDependencyGraph\Editor\AssetDependencyGraph.cs(102,67): error CS0103: The name 'StringComparison' does not exist in the current context

Missing using System;?

NullReferenceException when trying to Explore Scenes

NullReferenceException: Object reference not set to an instance of an object
AssetDependencyGraph.CreateNode (UnityEngine.Object obj, System.String assetPath, System.Boolean isMainNode, System.Boolean hasDependencies) (at Assets/Shared/Utils/Editor/AssetDependencyGraph.cs:185)
AssetDependencyGraph.CreateDependencyNodes (System.String[] dependencies, UnityEditor.Experimental.UIElements.GraphView.Node parentNode, UnityEditor.Experimental.UIElements.GraphView.Group groupNode, System.Int32 depth) (at Assets/Shared/Utils/Editor/AssetDependencyGraph.cs:145)
AssetDependencyGraph.CreateDependencyNodes (System.String[] dependencies, UnityEditor.Experimental.UIElements.GraphView.Node parentNode, UnityEditor.Experimental.UIElements.GraphView.Group groupNode, System.Int32 depth) (at Assets/Shared/Utils/Editor/AssetDependencyGraph.cs:151)
AssetDependencyGraph.ExplodeAsset () (at Assets/Shared/Utils/Editor/AssetDependencyGraph.cs:127)
UnityEngine.Experimental.UIElements.Clickable.OnMouseUp (UnityEngine.Experimental.UIElements.MouseUpEvent evt) (at C:/buildslave/unity/build/Modules/UIElements/Clickable.cs:152)
UnityEngine.Experimental.UIElements.EventCallbackFunctor`1[TEventType].Invoke (UnityEngine.Experimental.UIElements.EventBase evt) (at C:/buildslave/unity/build/Modules/UIElements/Events/EventCallback.cs:62)
[...]

Testing in 2018.4
I removed the rest of the callstack as I believe it's irrelevant but let me know if you need it.

I did a little bit of investigation and it is due to userData never being set on the mainNode (scenes, in my test cases)
I imagine that also means there is something depending on the mainNode which doesn't make much sense since it would mean there is circular dependency.

Let me know if you need additional testing, I would look into fixing it myself if I had time but I can't at the moment. If I end up doing it, I'll open a pull request.

Thanks again for sharing that tool!

Please create GitHub release for version 1.0.0

HI @Unity-Harry,

Thanks for make the awesome UPM package.

I'm the creator of OpenUPM, a public UPM registry with automatic build pipelines that publish packages based on git tags. You can read the announcement on medium to get the basic idea, so far it hosts 100+ packages as of Jan 2020.

You package Unity-AssetDependencyGraph has been submitted. To make it useful, could you please create the first GitHub releases? The git tag should be equal to the version of package.json which is 1.0.0.

I also create the PR #5 to update docs and the badge.

Hard to follow connections in big scenes

This is exactly the tool I need cause my scene is pulling in assets that are not in the scene.
Only it's really hard to follow the lines because when the scene has lots of assets it's an actual spaghetti.

Could you maybe add the selected line to always be on top of the non-selected lines or even better some kind of "Show chain" option to filters out the assets not connected to the chain.

Suggestion - inverted dependency search.

Hi, this is more of a suggestion/feature request than an issue - not sure how to flag it as such (sorry!).

I'm in the process of implementing addressables into our project and the need for finding how and when an asset is being loaded into memory has been a critical part of the pipeline. I've had to write my own tool to find assets that are depending on a specific asset - it works but isn't very pretty and isn't really well written.

This tool, however, is both well written and pretty A+! But, the dependency lookup chain seems to only be one way. I can select an asset and find what asset it depends on - but what I desperately need is to be able to select an asset and see what depends on it!

I think this will be a common need for people as they start integrating addressables and other memory management tools into their projects.

The work you have done here is fantastic and deeply appreciated.

Thank you, regardless if this request is ever materialized.

Hard to track the connection lines in big scenes

This is exactly the tool I need cause my scene is pulling in assets that are not in the scene.
Only it's really hard to follow the lines because when the scene has lots of assets it's an actual spaghetti.

Could you maybe add the selected line to always be on top of the non-selected lines or even better some kind of "Show chain" option to filters out the assets not connected to the chain.

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