Nice fix. Being a solo dev, I've never thought about hiding anything. In the event that I expand, this will be very helpful. As such, it modifies previous tools in my toolkit. Thank you!
Thanks for the great video. This actually inspired me to take a look at missing references for UnityEvents. Spent a couple of days fighting with UnityEvent class and reflections. Got some results, but unfortunately still not perfect. My script still doesn't work for overloaded methods :).
@@WarpedImagination Will be waiting for the video :) . Because at the moment I bumped into two different issues: - One with overloaded methods. When I check only for the method name in the object without specific parameters, then my script won't tell me that the assigned method is missing just because there is another overloaded method with the same name - The second problem is when I check the method with parameter types :D. Because UnityEvent is quite tricky. You are allowed to assign methods with different parameter types as static methods in the inspector. For example, if I have UnityEvent, it is still absolutely valid to assign something like public void OnRunMethod(Sprite image). And then my script is searching for method with Int32 type instead of checking for a Sprite :D. Yeah, so far wasn't able to find the right solution. So, definitely will be waiting for your tool :).
@@arturnikiforov3674I will be doing some scene wide validation tools on my new title as it moves from vertical slice to production in the next couple of months .. I always end up adding some functionality to my base setup whenever I do it .. the problem you describe sounds like a fun one to tackle
i love you tutorials, i have learned a lot from them and started using some of the ideas in my own path to building a game.. i was hoping you could do one on a tool that can be toggled on/off with a hotkey that gives a numeric measure in the units of the game for x, y, z as well as an option for a visual indicator like a tick stick or measuring tape to help with prototyping rough areas. i want my game to have true to life tree heights, buildings, animal sizes, etc and a way to get feed back on those kind of things quickly visually would be helpful for me. i know you can just look at the transform, but translating numbers to the space this object would actually take up isn't always intuitive for me. it would also help for measuring rough terraing heights too to see the terrain compared to the " "measuring stick"
I do have a measuring tool in my toolset but its a simple one where you select two transforms, press a menu item and it spits out the distance between them .. extremely basic and simple to code up. However a proper measuring tool would be a fun tool to create in a longer form video so I will add it to my list. In the meantime a simple solution (off the top of my head) if you need one right now is a component that has two positional handles feeding a couple of Vector3 on the component, then use the handle drawing for line and label to visually show the distance. You could even use the hideflags.dontsave to make the measuring tape temporary. Extending this would be to have a hotkey that creates the gameobject and waits for the first mouse press which raycasts in the scene view to find the starting point then you show a line going from that point to where the mouse pointer is. Either raycast into the scene for the next point or use the plane from the normal of the first raycast. Next mouse press sets the next point. Obviously you dont need a gameobject unless you want to keep the measurement around .. I am sure once I started building it I could make it more concrete and temp.
if you want to double your viewers and x10000 your subscribers, keep the music from the beginning of the video to the video, it's great and fits the vibe
Should we add the HideFlags.HideAndDontSave in the bool isHidden too ? If yes, for the show hidden scripts part do I need to remove the HideInHierarchy and HideAndDontSave at the same time ? I've also added validate for every function, I saw it was triggered only once so I think it's not too expensive, it was a wrong idea ? Thanks for this really cool vid, I've just finished my marathon of watching all your videos. That's some awesome ressources.