//////////////////////// MultiPanel Documentation Owlchemy Labs http://owlchemylabs.com //////////////////////// Description: MultiPanel is a massive time-saver! Select multiple objects in your hierarchy and apply common actions on all objects! MultiPanel will replace the tedium of manually toggling, resetting, adding, removing, tagging, and much much more! Anyone who has ever been frustrated in the Unity editor can now sigh in relief. MultiPanel is here. New features will be added frequently and all users will receive upgrades, FREE! Usage: - In the Tools menu, pick "MultiPanel" - Feel free to dock the MultiPanel window in your Unity layout for easy access - Select a GameObject in the heirarchy and choose one of the options. See below for detailed instructions. Detailed Instructions: - "Reset Transform" * 'Local' will reset the GameObject's transform to local (0,0,0) meaning the position field will show (0,0,0). If its parent has an offset, it will be aligned with that parent. * 'World' will reset the GameObject's transform to world-space (0,0,0), which means if the parent of this object has an offset, it will not matter, it will be using the world's notion of zero to position itself - "Toggle Renderers" * If the GameObject has a Renderer component, hitting 'Toggle' will toggle the on/off state of the renderer's 'Enabled' boolean. End result will be a visible object vs an invisible object - "Set Active Recursively" * Hitting 'Toggle' will toggle the GameObject and all children to 'Active' or not active. This will completely disable this group of objects, unlike the "Toggle Renderers" button which only hides the object. - "Add Component" * Type a component name in the field and hit "Add". This will add that type of component to your selected GameObjects. Note that this component type must exist. For example, typing "Rigidbody" and hitting 'Add' will result in all selected GameObjects to now have a Rigidbody component. If an incorrect class name is input, proper errors will be reported. For example typing "Rigidbodyz" will result in the following error: "Can't add component because class 'Rigidbodyz' doesn't exist!". Note, names are case sensitive! - "Remove Component" * Type a component name in the field and hit "Remove". This will remove that type of component from your selected GameObjects. Note that this component type must exist and the component must already be added to the object. For example, typing "Rigidbody" and hitting 'Remove' will result in all selected GameObjects to check if they have a Rigidbody component and remove it if they do. If an incorrect class name is input, proper errors will be reported. For example typing "Rigidbodyz" will result in the following error: "No components removed". Note, names are case sensitive! - "Layer and Tag Assignment" * Type in a layer or tag name into the field and hit the appropriate assignment button (either "Layer" or "Tag"). Tags and Layers can only be assigned if they have been pre-added to the Tag Manager. See http://unity3d.com/support/documentation/Components/class-TagManager.html for more information. Note, names are case sensitive! - "Rename exactly" * Type a name into the input field and hit 'Rename' to rename the GameObjects name to the string input. - "Rename w/ numerical suffix" * Type a name into the input field and hit 'Rename' to rename the GameObjects name to the string input. A number will be added to the end of the object name, for example, if you input "Test" and select 3 objects, thn hit "Rename", you will end up with 3 objects named "Test0", "Test1", and "Test2". - "Set Render Queue" * Type in an integer value, higher or lower than the default of 3000, to change the material render queue on your selected object's renderer. A component will be added called "SetRenderQueue" and this script does the actual queue modification. For more information on material queues, check out my entry on the Unify Community wiki here: http://www.unifycommunity.com/wiki/index.php?title=SetRenderQueue