Quick Assetsfor Unity let’s you show/hide the project window with a simple keyboard shortcut.
It’s like the asset browser from UE5, but in Unity!
Description
Why not have a larger scene view? Or maybe you need to edit some assets while working inside a Shader Graph?
Useful in general, and especially nice on laptops where screen space is already limited.
Hi, apologies for the late answer! Yes, this is compatible with Rainbow Folders, which I also use myself, and it should also work with other plugins as well!
This is by no means a major issue, just an annoyance. But quite frequently, I get this error when trying to open my project window via shortcut key. Any solution to this? Using Unity 2022.3.31f1
NullReferenceException: Object reference not set to an instance of an object
UnityEditor.ProjectBrowser.ShowFolderContents (System.Int32 folderInstanceID, System.Boolean revealAndFrameInFolderTree) (at <9047d183c28644fab3fd03973d47358a>:0)
System.Reflection.RuntimeMethodInfo.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[ ] parameters, System.Globalization.CultureInfo culture) (at <467a840a914a47078e4ae9b0b1e8779e>:0)
Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
System.Reflection.RuntimeMethodInfo.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[ ] parameters, System.Globalization.CultureInfo culture) (at <467a840a914a47078e4ae9b0b1e8779e>:0)
System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[ ] parameters) (at <467a840a914a47078e4ae9b0b1e8779e>:0)
Green.QuickAssets.ProjectWindow.SetFolderPath (System.String path) (at Assets/Plugins/Green/QuickAssets/Editor/ProjectWindow.cs:184)
Green.QuickAssets.ProjectWindow.set_FolderPath (System.String value) (at Assets/Plugins/Green/QuickAssets/Editor/ProjectWindow.cs:39)
Green.QuickAssets.ProjectWindow.<LoadState>b__37_0 () (at Assets/Plugins/Green/QuickAssets/Editor/ProjectWindow.cs:222)
UnityEngine.UIElements.VisualElement+SimpleScheduledItem.PerformTimerUpdate (UnityEngine.UIElements.TimerState state) (at <bbb7420ec94a4d7692aaf46c05824095>:0)
UnityEngine.UIElements.TimerEventScheduler.UpdateScheduledEvents () (at <bbb7420ec94a4d7692aaf46c05824095>:0)
UnityEngine.UIElements.UIElementsUtility.UnityEngine.UIElements.IUIElementsUtility.UpdateSchedulers () (at <bbb7420ec94a4d7692aaf46c05824095>:0)
UnityEngine.UIElements.UIEventRegistration.UpdateSchedulers () (at <bbb7420ec94a4d7692aaf46c05824095>:0)
UnityEditor.RetainedMode.UpdateSchedulers () (at <28ce2b7d72f740edbaa2a3bc644e6c71>:0)
I’ve stumbled upon this one myself too, but unfortunately I haven’t been able to solve it quite yet. It occurs irregularly due to it being some internal error.
When the project window is opened with Quick Assets, it attempts to show the contents of the last folder that was opened.
My guess is some internal stuff in the project window hasn’t been initialised yet before trying to open the folder, which results in the null reference.
A fix could be adding a short delay, but that would become quite noticeable when opening the window. So, it’s a tricky one for sure!
Does the Project Window open with your previous selection? Including folders that were collapsed or expanded?
If I’m using a “Materials” folder for example that was buried 5 levels deep; I’m afraid I would have to navigate back to that folder every time I open the window.