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An editor script for Unity 3D to collapse all GameObject's in Hierarchy view or to collapse all folders in Project view. See the comments section below for instructions.
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| using System.Collections.Generic; | |
| using System.Reflection; | |
| using UnityEditor; | |
| using UnityEditor.IMGUI.Controls; | |
| using UnityEditorInternal; | |
| using UnityEngine.SceneManagement; | |
| #if UNITY_6000_3_OR_NEWER | |
| using EntityId = UnityEngine.EntityId; | |
| #else | |
| using EntityId = System.Int32; | |
| #endif | |
| #if UNITY_6000_3_OR_NEWER | |
| using TreeViewItem = UnityEditor.IMGUI.Controls.TreeViewItem<UnityEngine.EntityId>; | |
| using TreeViewState = UnityEditor.IMGUI.Controls.TreeViewState<UnityEngine.EntityId>; | |
| #elif UNITY_6000_2_OR_NEWER | |
| using TreeViewItem = UnityEditor.IMGUI.Controls.TreeViewItem<int>; | |
| using TreeViewState = UnityEditor.IMGUI.Controls.TreeViewState<int>; | |
| #endif | |
| public static class EditorCollapseAll | |
| { | |
| private const BindingFlags INSTANCE_FLAGS = BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance; | |
| private const BindingFlags STATIC_FLAGS = BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Static; | |
| [MenuItem( "Assets/Collapse All", priority = 1000 )] | |
| private static void CollapseFolders() | |
| { | |
| EditorWindow projectWindow = typeof( EditorWindow ).Assembly.GetType( "UnityEditor.ProjectBrowser" ).GetField( "s_LastInteractedProjectBrowser", STATIC_FLAGS ).GetValue( null ) as EditorWindow; | |
| if( projectWindow ) | |
| { | |
| object assetTree = projectWindow.GetType().GetField( "m_AssetTree", INSTANCE_FLAGS ).GetValue( projectWindow ); | |
| if( assetTree != null ) | |
| CollapseTreeViewController( projectWindow, assetTree, (TreeViewState) projectWindow.GetType().GetField( "m_AssetTreeState", INSTANCE_FLAGS ).GetValue( projectWindow ) ); | |
| object folderTree = projectWindow.GetType().GetField( "m_FolderTree", INSTANCE_FLAGS ).GetValue( projectWindow ); | |
| if( folderTree != null ) | |
| { | |
| object treeViewDataSource = folderTree.GetType().GetProperty( "data", INSTANCE_FLAGS ).GetValue( folderTree, null ); | |
| int searchFiltersRootInstanceID = (int) typeof( EditorWindow ).Assembly.GetType( "UnityEditor.SavedSearchFilters" ).GetMethod( "GetRootInstanceID", STATIC_FLAGS ).Invoke( null, null ); | |
| bool isSearchFilterRootExpanded = (bool)treeViewDataSource.GetType().GetMethod("IsExpanded", INSTANCE_FLAGS, null, new System.Type[] { typeof(EntityId) }, null).Invoke(treeViewDataSource, new object[] { searchFiltersRootInstanceID }); | |
| CollapseTreeViewController(projectWindow, folderTree, (TreeViewState)projectWindow.GetType().GetField("m_FolderTreeState", INSTANCE_FLAGS).GetValue(projectWindow), isSearchFilterRootExpanded ? new EntityId[1] { searchFiltersRootInstanceID } : null); | |
| // Preserve Assets and Packages folders' expanded states because they aren't automatically preserved inside ProjectBrowserColumnOneTreeViewDataSource.SetExpandedIDs | |
| // https://github.com/Unity-Technologies/UnityCsReference/blob/e740821767d2290238ea7954457333f06e952bad/Editor/Mono/ProjectBrowserColumnOne.cs#L408-L420 | |
| #if UNITY_6000_3_OR_NEWER | |
| InternalEditorUtility.expandedProjectWindowItemIds = (EntityId[])treeViewDataSource.GetType().GetMethod("GetExpandedIDs", INSTANCE_FLAGS).Invoke(treeViewDataSource, null); | |
| #else | |
| InternalEditorUtility.expandedProjectWindowItems = (int[])treeViewDataSource.GetType().GetMethod("GetExpandedIDs", INSTANCE_FLAGS).Invoke(treeViewDataSource, null); | |
| #endif | |
| TreeViewItem rootItem = (TreeViewItem) treeViewDataSource.GetType().GetField( "m_RootItem", INSTANCE_FLAGS ).GetValue( treeViewDataSource ); | |
| if( rootItem.hasChildren ) | |
| { | |
| foreach (TreeViewItem item in rootItem.children) | |
| EditorPrefs.SetBool("ProjectBrowser" + item.displayName, (bool)treeViewDataSource.GetType().GetMethod("IsExpanded", INSTANCE_FLAGS, null, new System.Type[] { typeof(EntityId) }, null).Invoke(treeViewDataSource, new object[] { item.id })); | |
| } | |
| } | |
| } | |
| } | |
| [MenuItem( "GameObject/Collapse All", priority = 40 )] | |
| private static void CollapseGameObjects( MenuCommand command ) | |
| { | |
| // This happens when this button is clicked while multiple Objects were selected. In this case, | |
| // this function will be called once for each selected Object. We don't want that, we want | |
| // the function to be called only once | |
| if( command.context ) | |
| { | |
| EditorApplication.update -= CallCollapseGameObjectsOnce; | |
| EditorApplication.update += CallCollapseGameObjectsOnce; | |
| return; | |
| } | |
| EditorWindow hierarchyWindow = typeof( EditorWindow ).Assembly.GetType( "UnityEditor.SceneHierarchyWindow" ).GetField( "s_LastInteractedHierarchy", STATIC_FLAGS ).GetValue( null ) as EditorWindow; | |
| if( hierarchyWindow ) | |
| { | |
| object hierarchyTreeOwner = hierarchyWindow.GetType().GetField( "m_SceneHierarchy", INSTANCE_FLAGS ).GetValue( hierarchyWindow ); | |
| object hierarchyTree = hierarchyTreeOwner.GetType().GetField( "m_TreeView", INSTANCE_FLAGS ).GetValue( hierarchyTreeOwner ); | |
| if( hierarchyTree != null ) | |
| { | |
| List<EntityId> expandedSceneIDs = new(4); | |
| foreach( string expandedSceneName in (IEnumerable<string>) hierarchyTreeOwner.GetType().GetMethod( "GetExpandedSceneNames", INSTANCE_FLAGS ).Invoke( hierarchyTreeOwner, null ) ) | |
| { | |
| Scene scene = SceneManager.GetSceneByName( expandedSceneName ); | |
| if (scene.IsValid()) | |
| #if UNITY_6000_3_OR_NEWER | |
| expandedSceneIDs.Add((EntityId)typeof(SceneHandle).GetMethod("ToEntityId", INSTANCE_FLAGS).Invoke(scene.handle, null)); // SceneHandle's EntityId is used by SceneHierarchyWindow | |
| #else | |
| expandedSceneIDs.Add(scene.GetHashCode()); // GetHashCode returns m_Handle which in turn is used as the Scene's instanceID by SceneHierarchyWindow | |
| #endif | |
| } | |
| CollapseTreeViewController( hierarchyWindow, hierarchyTree, (TreeViewState) hierarchyTreeOwner.GetType().GetField( "m_TreeViewState", INSTANCE_FLAGS ).GetValue( hierarchyTreeOwner ), expandedSceneIDs ); | |
| } | |
| } | |
| } | |
| private static void CallCollapseGameObjectsOnce() | |
| { | |
| EditorApplication.update -= CallCollapseGameObjectsOnce; | |
| CollapseGameObjects( new MenuCommand( null ) ); | |
| } | |
| private static void CollapseTreeViewController(EditorWindow editorWindow, object treeViewController, TreeViewState treeViewState, IList<EntityId> additionalInstanceIDsToExpand = null) | |
| { | |
| object treeViewDataSource = treeViewController.GetType().GetProperty( "data", INSTANCE_FLAGS ).GetValue( treeViewController, null ); | |
| List<EntityId> treeViewSelectedIDs = new(treeViewState.selectedIDs); | |
| EntityId[] additionalInstanceIDsToExpandArray; | |
| if (additionalInstanceIDsToExpand != null && additionalInstanceIDsToExpand.Count > 0) | |
| { | |
| treeViewSelectedIDs.AddRange(additionalInstanceIDsToExpand); | |
| additionalInstanceIDsToExpandArray = new EntityId[additionalInstanceIDsToExpand.Count]; | |
| additionalInstanceIDsToExpand.CopyTo(additionalInstanceIDsToExpandArray, 0); | |
| } | |
| else | |
| additionalInstanceIDsToExpandArray = new EntityId[0]; | |
| treeViewDataSource.GetType().GetMethod( "SetExpandedIDs", INSTANCE_FLAGS ).Invoke( treeViewDataSource, new object[] { additionalInstanceIDsToExpandArray } ); | |
| treeViewDataSource.GetType().GetMethod( "RevealItems", INSTANCE_FLAGS ).Invoke( treeViewDataSource, new object[] { treeViewSelectedIDs.ToArray() } ); | |
| editorWindow.Repaint(); | |
| } | |
| [MenuItem( "CONTEXT/Component/Collapse All", priority = 1400 )] | |
| private static void CollapseComponents( MenuCommand command ) | |
| { | |
| // Credit: https://forum.unity.com/threads/is-it-possible-to-fold-a-component-from-script-inspector-view.296333/#post-2353538 | |
| ActiveEditorTracker tracker = ActiveEditorTracker.sharedTracker; | |
| for( int i = 0, length = tracker.activeEditors.Length; i < length; i++ ) | |
| tracker.SetVisible( i, 0 ); | |
| EditorWindow.focusedWindow.Repaint(); | |
| } | |
| } |
Author
@MasashiWada Glad to hear it! Feel free to notify me when there are incompatibilities with newer versions.
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I appreciate your long-term contributions.
When I saw the build issue in Unity 6.3, I was trying to fix it myself, but I'm glad you managed to resolve it.