Ive been developing my game using ALOT of assets from the Asset Store.
Some of them are nice and tidily delivered all in their own folders, some throw their stuff all over the place (Please take note devs).
I know I know, I should import into a clean pro with new packages, and I do. BUT its often helpful to have the devs example scenes handy, if you need to check how they did stuff.
But it does cause other problems too, like, often devs will include a FPS player, multiple scripts can cause problems—
BUT…
More often than not, I have them all in my project. OK?
But when it comes to tidying its sometimes difficult to know what things are in use and what are not.
So what I was wondering was , if I selected ALL in the hierarchy, and then went to Export package, I would get a humongous package, but it would ONLY contain what was actually being used in the game. Right?
This could then be imported into a NEW CLEAN project…
Some things would have to be manually re-imported, like PlayMaker for example, but would this work? It would remake the messy folder structure, like a buried scripts folder, somewhere within the demo project, but then you could move all of them into sensible places, and AFAIK, as long as you do it IN UNITY, the components will learn the new locations?
Of course I need to learn to tidy up as I go, and my game hierarchy IS LOVELY and tidy, every area sorted under blank game objects
as folders.
But the Project folder… PHEW!!! Really needs a hoover!
Mark
Im not sure what Unity could do... well I do, you said one thing: 1) ALL Asset Store asset packages come into a folder named as THAT asset only (No doubt simple to implement) BUT ALSO 2) Make it that an UNUSED script, thats just lying in a folder, is NOT scanned by Unity and throws a multiple script error. (This probably has some issues I don't know about... but would be nice)
– markfrancombe> You can't really "export" the > hierarchy. packages can only contain > assets. OK, I get you.. thanks for the explanation!
– markfrancombeI've taken to putting all my scripts in a single folder for Plugins and normal, MonoDevelop and Visual Studio make finding a class, variable or script by partial name very easy. Unfortunately editor assets often reference fixed paths which make arranging them a series of failures. Gizmos is also a fixed folder I believe too. As more of us start to build assets as DLLs we can get around some of these limitations. I'm going to offer the actual source as an option in mine.
– whydoidoittotally agree with @Bunn's first paragraph some of hte plugins are so intense, Prime31 has a whole management system where you can buy stuff right there in the editor etc, it's always updating it's own manager-factories and stuff. If you move anything it would (probably) go all to hell and you have the old-school "move for javascript" type problems So I fear it is very hard to rearrange non-trivial packages...
– FattieI've created a base folder for all my project's assets (of any sort) and whenever I import something, if it's something I'm going to use in my project I make sure it's under there somewhere. That way, when I'm done, I'll be able to just delete everything else. So far I haven't run in to hard-coded paths but if I did I think I'd just move it anyway and then spend some time tracking down the broken stuff and fixing it.
– Dracorat