Comments (4)
Hey there!
I do agree with the general idea, I think it would be nice to be able to enable all icons, but then manually disable some. I've had some thoughts toggling between an enable/disable mode so you can pick and choose easier.
The other option, is when enable all is pressed, it'll toggle all them on and then manually component icons can be disabled by toggling them off. This would also
Someone has mentioned before about the Transform
being on all instances, but they differ to RectTransform
's which are for canvas instances. Personally, I'm always for the option to have something than not just in case there is a reason someone could get use out of it.
Overall I do agree with the idea that comes with this and that there are still improvements to be made to the component icon settings.
What are your thoughts about being able to toggle all on/off but then you're able to go through which ones you do not want on? If you're on board with this, I'll update this issue slightly to reflect that. This wouldn't take too much either - I have a bug that is causing me more trouble than expected, but after that I could get this added right away
from hierarchydecorator.
Just to add to this from before, you are currently able to enable a category and then disable components that you do not want on. I've thought about it more and having a global enable/disable all for the checkmarks seems too destructive, while having toggles per category is much safer.
I'm closing this issue as the functionality is pretty much already there, but if there's ever ideas for improvements I'm always happy to hear them
I appreciate you bringing this up though - there will be improvements to be made as development continues
~Wooshii
from hierarchydecorator.
I'm so sorry for my delay! Work has been crazy this week. The problem with the categories is that if I do not select "Enable All" then I don't get the scripts picked up automatically. It's a bit of a pain to make sure that I add every script to the list.
What about providing an "enable all" option for scripts? That would give me the ability to toggle individual areas and not have to manually maintain the script list.
from hierarchydecorator.
Oh not a problem! I understand what it can be like with work at times,
If I'm understanding this correctly, this is for custom scripts/components specifically.
Hmm that's an interesting idea, I could add it as a toggle. Right now the custom icon section is extremely lacking and it could do with a slight facelift too.
I'd be happy to add a "Show all custom components" and if it's useful, I could add a clear/add all custom components for the custom list. It would be nice if there were custom categories in that tab too, so they were easier to maintain
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Related Issues (20)
- Feature Request - Activation Swiping HOT 6
- Bug - Game Object name gets obstructed when it has a lot of components HOT 5
- Bug - Settings get reset using version control HOT 3
- Bug - Latest OpenUPM version is 1.0.2 HOT 2
- Bug - GameObject activation checkboxes are getting hidden by the overflow HOT 4
- Feature Request - Stacked script icon for multiple MonoBehaviours on one instance HOT 1
- Update - New Settings Design (v0.9.0) HOT 1
- Bug - Selection colours and highlighting incorrect when two tone is enabled HOT 2
- Update - Component Icons V2 HOT 3
- Bug - Extra metadata file package-lock.json.meta HOT 2
- Bug - Active Swiping maintains click when dragging objects out of hierarchy HOT 3
- Bug - 0.8.5 doesn't show up in OpenUPM HOT 2
- Bug - PrefabStageUtility class is no longer Experimental HOT 2
- Contribution section of README required. HOT 1
- GUIHelper.cs Collides with OdinInspector GUIHelper class. HOT 2
- Bug - Custom icons do not show immediately HOT 3
- Bug - Performance degradation in play mode with many objects being activated/deactivated HOT 1
- Bug - Prefab children not blue HOT 2
- Feature Request - Show MonoBehaviour script icon for objects that contain scripts HOT 5
- Improved API - Pluggable hierarchy features & settings HOT 1
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