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Changed "Hide non-overridden prefab variables" options to "Hide redundant prefab references" which now also apply to C# scripts' and prefab assets' usages (#42)
privatereadonlyGUIContenthideRedundantPrefabReferencesInAssetsLabel=newGUIContent("Hide redundant prefab references in Assets","Hides redundant/non-overridden references in prefab variants and nested prefabs. "+
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"This will help focus on only the references that actually matter. For example:\n\n"+
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"- Material CloudMat is assigned to prefab Cloud and its variant CloudBig. Since changing Cloud's material will also affect CloudBig, search results won't show CloudBig's reference");
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privatereadonlyGUIContenthideRedundantPrefabReferencesInScenesLabel=newGUIContent("Hide redundant prefab references in Scenes","Hides redundant/non-overridden references in prefab instances. "+
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"This will help focus on only the references that actually matter. For example:\n\n"+
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"- Prefab Healthbar is nested inside prefab Player. An instance of Player exists in the current scene and its Healthbar isn't modified. Since modifying Healthbar in Player prefab will also affect "+
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"the instance in the scene, search results won't show the instance in the scene while searching for Healthbar's references");
hideDuplicateRows=WordWrappingToggleLeft("Hide duplicate rows in search results",hideDuplicateRows);
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#if UNITY_2018_3_OR_NEWER
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hideNonOverriddenPrefabVariablesInAssets=WordWrappingToggleLeft("Hide non-overridden prefab variables in assets (references found in non-overridden variables of prefab variants/nested prefabs will be hidden)",hideNonOverriddenPrefabVariablesInAssets);
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hideNonOverriddenPrefabVariablesInScenes=WordWrappingToggleLeft("Hide non-overridden prefab variables in scenes (references found in non-overridden variables of prefab instances will be hidden)",hideNonOverriddenPrefabVariablesInScenes);
EditorGUILayout.HelpBox(string.Concat(NumberOfRedundantReferences.ToString()," redundant prefab reference(s) were skipped. Disable \"Hide redundant prefab references in ",(Type==GroupType.Scene||Type==GroupType.DontDestroyOnLoad)?"Scenes":"Assets","\" to see them."),MessageType.Info);
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if(PendingSearch)
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GUILayout.Box("Lazy Search: this scene potentially has some references, hit Refresh to find them",Utilities.BoxGUIStyle);
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