[Released] Quick Assets for Unity

Quick Assets for 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.

Available on the Asset Store

Features

  • Show/Hide the project window on demand.
  • Works regardless of which window has focus.
  • Customizable keyboard shortcut.
  • Customizable position, size, and animation.
  • Easy setup. Works instantly.

Feel free to post questions or suggestions for the asset! :slight_smile:

I have a question before purchasing. But is this compatible with assets that modify the project window?

Like Rainbow Folders or vFolders?

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! :slight_smile:

Thank you! Will definitely be purchasing!

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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! :smiley:

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.

Yes, it opens the previous selected folder, and also expands it on the tree view. :slight_smile:

But unfortunately it does not save the entire tree view state, if you had other folders expanded as well. At the moment.

Hello @greenfrederik
I’m not sure if you’re still planning any updates for this asset. I try to use it often but there is one big annoyance that stops me from using it all the time.

When opening the project window with Quick Assets, the width of the tree view seems to be fixed. On my 1440p display, I need to widen the view on this, which is simple enough just by dragging next to the scrollbar. But this width is reset every time I reopen the project view. It can get a bit frustrating to deal with as I tend to close/open it a lot.

I’ll try to look and see if I can fix that! :slight_smile:

I did notice a few weeks after posting, that this is something that the built-in Unity Project window also does. With the built-in project window, I almost always use it docked, so I never noticed. But when you open and close it, it also exhibits the same behavior of resetting the tree view width. So I don’t think this is an issue with your asset, just a Unity thing.

I found a solution so it keeps the tree-view width. It now saves the width right before closing and sets it again when opening the window! - I’ll submit this update to the asset store soon. Thank you for the suggestion btw! :slight_smile:

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Wow, thank you for the swift update! Looking forward to it when it’s on the asset store! :slight_smile:

Hey there, the update is live now! :+1:

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A new update is now available that adds the optional feature to automatically focus the search field when opening the window.

It also solves random errors that would occur sometimes.

[2.1.0]

  • Fully supports Unity 6.2+
  • New optional feature: Auto enter the search field when opening.
  • Fixed various errors and simplified the package.