Execute Everywhere
Perform your custom action in all prefabs and or scenes in a Unity project
com.knightforge.execute-everywhere Unity Compatibility
Unity 6 Not tested
2023.2 Not tested
2023.1 Not tested
2022.3 LTS Not tested
2021.3 LTS Not tested
2020.3 LTS Not tested
2019.4 LTS Not tested
Install via UPM
Add to Unity Package Manager using this URL
https://www.pkglnk.dev/execute-everywhere.git 
README Markdown
Copy this to your project's README.md
## Installation
Add **Execute Everywhere** to your Unity project via Package Manager:
1. Open **Window > Package Manager**
2. Click **+** > **Add package from git URL**
3. Enter:
```
https://www.pkglnk.dev/execute-everywhere.git
```
[](https://www.pkglnk.dev/pkg/execute-everywhere)README
Execute Everywhere
Perform your custom action in all prefabs and or scenes in a Unity project.
Use this when you have an issue across a project that requires you to find every instance of something, and make a change to it.
This was created due to the need to add and configure a new component to all text components when adding support for a new locale.
Example Use
- Create an Action (Scriptable Object)
- Configure it to perform your task (Write C#)
- Open "Tools > Execute Everywhere"
- Define the Component to find all usages of
- Define the Action to run
- Search
- Remove any specific results from search
- Run action
Create an Action
- Create a new C# script inside a folder called 'Editor'
- Derive from ExecutionAction or ExecutionActionOnComponent
- Add a CreateAssetMenu attribute
- Override one of the following methods:
- ExecuteActionOnComponent(MonoBehaviour component)
- ExecuteActionOnContainingPrefab(GameObject prefab)
- Write your action in C# and save
- Right-click in your project window and create your action
Planned Future Features
- Run on all assets of a certain type
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