Jeez man, I didn't even think about this. I guess my projects have just not gotten big enough that it's become a problem but I can already see how much time this can save. I've been falling down the asset creation rabbit hole, especially since I've got zero art skills and zero money for artists or assets. So greatful for the content!
This is pretty cool, was thinking about using this with Odin and you just showed it, lol. I liked that your project's folder structure uses '_Project' I also set it up like that, so the folder is always on top. Great content as usual.
This is an awesome tutoiral/hack. i've always find odin to be too cumbersome and wanted a more custom lightweight solution but was too lazy to do it myself. Thanks!
Would be useful to ensure the objects that have validation problems are expanded in the hierarchy just to make them easier to catch on a mature and sophisticated UI
Really cool stuff! I create a hierarchy icon drawer component that adds a custom icon to gameObjects in the hierarchy and this is utilizing this further than I imagined. I'm wondering how heavy will this be on a project with tons of gameObjects in the hierarchy and other Editor related scripts running at the same time?
I would not make any changes. The Dont Reload feature is only applies to statics being reset while coming out of Play Mode. I only care about the statics having correct values after a code change, for which I would either manually reload myself or use Hot Reload. The dictionary storing data about types and fields is not going to change moving in and out of Play Mode.
So last week we had something odin ish, this week it's vhirarchy...any chance we can do something like vfolders? I'd love to have custom pinned project folders and stuff like that.
@@git-amend I mean an indicator in the hierarchy. Let's say an error (ex. null reference exception) appears during runtime, and you click on it in the console - it should select the gameobject that fired that exception, or highlight it in the hierarchy or something.
Oh I see. I'm pretty sure if you click a null reference exception in the console - at least in Unity 6 - it will ping the game object where the error came from. It would probably not be too hard to go a bit further and show an icon there as well, but that might require a different kind of hack.
Nice, but current extensibility of the hierarchy is so messy, with just blindly drawing inside a rect... What if something else draws at the same place (Cinemachine, Playmaker)?
Happy Sunday everyone! Shorter video today, but hopefully useful to everyone!
Without a doubt, the MOST informative unity coding channel on youtube.
Thank you, very kind to say!
Unity should just hire you to make all of this stuff as part of Unity
Haha maybe one day…
the best unity channel
Thank you! Very kind to say!
Jeez man, I didn't even think about this. I guess my projects have just not gotten big enough that it's become a problem but I can already see how much time this can save. I've been falling down the asset creation rabbit hole, especially since I've got zero art skills and zero money for artists or assets. So greatful for the content!
You're welcome!
Hands down my favourite Unity channel. You're doing great Adam, keep it up!
Wow, thanks! I appreciate that!
This is pretty cool, was thinking about using this with Odin and you just showed it, lol.
I liked that your project's folder structure uses '_Project' I also set it up like that, so the folder is always on top.
Great content as usual.
Thank you! Glad to hear that!
This is an awesome tutoiral/hack.
i've always find odin to be too cumbersome and wanted a more custom lightweight solution but was too lazy to do it myself.
Thanks!
You are welcome!
I love you for teaching all of this for free
You're welcome!
Every video is informative and contains a bulk of knowledge. always wait for a weekend😎
Glad you like them!
The man resurrectting Unity all by himself is back!
Unity docs needs to keep up!
And I hope that they do!
Would be useful to ensure the objects that have validation problems are expanded in the hierarchy just to make them easier to catch on a mature and sophisticated UI
Incredibly useful piece of code! Thanks.
You're welcome!
amazing content. good work!!
Thanks!
Awesome! Can you also show what customizations you did in Unity such as the layout you had?
You can see this video here for a list of most of the Assets I use regularly that make Unity different/better
ua-cam.com/video/0_ZRHT2faQw/v-deo.html
Great video, thank you!
My pleasure!
Happy Sunday!
Same to you!
Really cool stuff! I create a hierarchy icon drawer component that adds a custom icon to gameObjects in the hierarchy and this is utilizing this further than I imagined.
I'm wondering how heavy will this be on a project with tons of gameObjects in the hierarchy and other Editor related scripts running at the same time?
Nice. I don't think this will have much of an impact on Editor performance. The redraw is only triggered on a value change, and the icon is cached.
How would you adapt your code to support the Dont Reload Domain QoL feature? Those statics might bring issues.
I would not make any changes. The Dont Reload feature is only applies to statics being reset while coming out of Play Mode. I only care about the statics having correct values after a code change, for which I would either manually reload myself or use Hot Reload. The dictionary storing data about types and fields is not going to change moving in and out of Play Mode.
@git-amend oh you're right, awesome then =)
So last week we had something odin ish, this week it's vhirarchy...any chance we can do something like vfolders? I'd love to have custom pinned project folders and stuff like that.
Oh, does vhierarchy have this feature? I didn't even think of that. I'll give pinned tabs/folders some thought!
Nice!
Thank you! Cheers!
Amazing
Thank you! Cheers!
I wish there was any indication on which object in the scene produced an error when it appears. ;_;
You mean an indicator in the scene view?
@@git-amend I mean an indicator in the hierarchy.
Let's say an error (ex. null reference exception) appears during runtime, and you click on it in the console - it should select the gameobject that fired that exception, or highlight it in the hierarchy or something.
Oh I see. I'm pretty sure if you click a null reference exception in the console - at least in Unity 6 - it will ping the game object where the error came from. It would probably not be too hard to go a bit further and show an icon there as well, but that might require a different kind of hack.
why not make it a unity store asset?
Store assets require support… something I don’t have time for right now unfortunately
@@git-amend ah ok fair enough
Nice, but current extensibility of the hierarchy is so messy, with just blindly drawing inside a rect... What if something else draws at the same place (Cinemachine, Playmaker)?