Handing out vouchers while supplies last! (7 left)
Just post that you would like a voucher and I will message you a code. If you like what you see please review and/or give feedback!
Introducing Advanced Select!

Wish you could tell the editor exactly what you want to select and have it do the tedious work? Tired of having to select objects one by one to make changes to the same components or properties? If not then you may not realize how different things could be!
We select things A LOT. Shouldn’t it be as easy as possible to do so? Easy Select will enable you to select or see a precise set of controls for any set of gameobjects you can imagine in seconds.
Main Features
- Modify filters to describe exactly what gameobjects you are concerned about.
- Select or bulk inspect gameobjects that obey a filter in any context you desire. Only want the gameobjects
that pass a filter from the deep children of your active selection? No problem!
- Use the power of the Bulk Inspector to see specific components or properties across multiple gameobjects.
- Save filters for re-use from the Saved Filters Windows. Filters are saved as individual assets so you can even share them.
- With the Loaded Prefabs quick filter window you get a list of filters that will find loaded prefabs in any context.
- Easily select gameobjects based off of a transform relationship and your active selection using the hierarchy context menu. Children, deep children, siblings, parents.
- Copy the CriterionTemplate and you are only steps away from creating a custom criterion that can be used in your filters. (That is if the included criteria do not already cover what you need!)
Criteria
Criteria are inserted into Filters and determine which GameObjects pass through the filter.
- Active State (Active In Hierarchy, Active Self, ect.)
- Component or MonoScript (Can be left null to select objects with missing components, optional selecting of subclasses, right now requires a refrence to be dropped in, would like to have a Add Component-like dropdown)
- Layer Mask/Single
- Tag Mask/Single
- Component Name (Starts with, ends with, contains, exact match, optional case insensitivity)
- GameObject Name (See component name)
- Prefab Match (Can also assign a object from inside of a prefab to select that instead of the root)
- Prefab Status (Is/Is Not prefab)
- Prefab Type (Unity’s built in PrefabType)
- Transform Relationship (Children, deep children, children and self ect.)
- References Object (Serialized and/or non serialized fields only for now)


