WooshiiDev / HierarchyDecorator

Lightweight Unity Plugin transforming the Hierarchy into what it should be. Adds headers, styles, icons and more.
MIT License
1.02k stars 47 forks source link

U6 12f.1 #93

Open XeonG opened 1 month ago

XeonG commented 1 month ago

bunch of bugs on this newer version tested on develop branch

NullReferenceException: Object reference not set to an instance of an object — System.NullReferenceException: Object reference not set to an instance of an object bool HierarchyDecorator.ComponentItem.GetActiveState() in ../HierarchyDecorator/HierarchyDecorator/Scripts/Editor/ComponentItem.cs:77 new HierarchyDecorator.ComponentItem(Component component) in ../HierarchyDecorator/HierarchyDecorator/Scripts/Editor/ComponentItem.cs:46 void HierarchyDecorator.ComponentList.UpdateCache(Component[] components) in ../HierarchyDecorator/HierarchyDecorator/Scripts/Editor/HierarchyManager.cs:191 new HierarchyDecorator.ComponentList(GameObject instance) in ../HierarchyDecorator/HierarchyDecorator/Scripts/Editor/HierarchyManager.cs:174 new HierarchyDecorator.HierarchyItem(int id, GameObject instance) in ../HierarchyDecorator/HierarchyDecorator/Scripts/Editor/HierarchyItem.cs:53 HierarchyItem HierarchyDecorator.HierarchyManager.GetNext(int id, GameObject instance) in ../HierarchyDecorator/HierarchyDecorator/Scripts/Editor/HierarchyManager.cs:150 bool HierarchyDecorator.HierarchyManager.TryGetValidInstance(int id, out HierarchyItem item) in ../HierarchyDecorator/HierarchyDecorator/Scripts/Editor/HierarchyManager.cs:142 void HierarchyDecorator.HierarchyManager.OnGUI(int id, Rect rect) in ../HierarchyDecorator/HierarchyDecorator/Scripts/Editor/HierarchyManager.cs:90 void UnityEditor.GameObjectTreeViewGUI.UserCallbackRowGUI(int itemID, Rect rect) void UnityEditor.SceneHierarchy.OnRowGUICallback(int itemID, Rect rect) void UnityEditor.IMGUI.Controls.TreeViewController.DoItemGUI(TreeViewItem item, int row, float rowWidth, bool hasFocus) void UnityEditor.IMGUI.Controls.TreeViewController.IterateVisibleItems(int firstRow, int numVisibleRows, float rowWidth, bool hasFocus) void UnityEditor.IMGUI.Controls.TreeViewController.OnGUI(Rect rect, int keyboardControlID) void UnityEditor.SceneHierarchy.DoTreeView(float searchPathHeight) void UnityEditor.SceneHierarchy.OnGUI(Rect rect) void UnityEditor.SceneHierarchyWindow.DoSceneHierarchy() void UnityEditor.SceneHierarchyWindow.OnGUI() void UnityEditor.HostView.InvokeOnGUI(Rect onGUIPosition) void UnityEditor.DockArea.DrawView(Rect dockAreaRect) void UnityEditor.DockArea.OldOnGUI() void UnityEngine.UIElements.IMGUIContainer.DoOnGUI(Event evt, Matrix4x4 parentTransform, Rect clippingRect, bool isComputingLayout, Rect layoutSize, Action onGUIHandler, bool canAffectFocus) — at void UnityEngine.DebugLogHandler.Internal_LogException_Injected(Exception, IntPtr) void UnityEngine.DebugLogHandler.Internal_LogException(Exception ex, Object obj) void UnityEngine.DebugLogHandler.LogException(Exception exception, Object context) void UnityEngine.Logger.LogException(Exception exception, Object context) void UnityEngine.Debug.LogException(Exception exception) void UnityEngine.UIElements.IMGUIContainer.DoOnGUI(Event evt, Matrix4x4 parentTransform, Rect clippingRect, bool isComputingLayout, Rect layoutSize, Action onGUIHandler, bool canAffectFocus) bool UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent(Event e, Matrix4x4 worldTransform, Rect clippingRect, Action onGUIHandler, bool canAffectFocus) void UnityEngine.UIElements.IMGUIContainer.DoIMGUIRepaint() void UnityEngine.UIElements.UIR.RenderChainCommand.ExecuteNonDrawMesh(DrawParams drawParams, float pixelsPerPoint, ref Exception immediateException) void UnityEngine.UIElements.UIR.UIRenderDevice.EvaluateChain(RenderChainCommand head, Material initialMat, Material defaultMat, Texture gradientSettings, Texture shaderInfo, float pixelsPerPoint, ref Exception immediateException) void UnityEngine.UIElements.UIR.RenderChain.Render() void UnityEngine.UIElements.UIRRepaintUpdater.Render() void UnityEngine.UIElements.BaseVisualElementPanel.Render() void UnityEngine.UIElements.Panel.Render() void UnityEditor.UIElements.EditorPanel.Render() bool UnityEngine.UIElements.UIElementsUtility.DoDispatch(BaseVisualElementPanel panel) bool UnityEngine.UIElements.UIElementsUtility.UnityEngine.UIElements.IUIElementsUtility.ProcessEvent(int instanceID, IntPtr nativeEventPtr, ref bool eventHandled) bool UnityEngine.UIElements.UIEventRegistration.ProcessEvent(int instanceID, IntPtr nativeEventPtr) static UnityEngine.UIElements.UIEventRegistration()+(int i, IntPtr ptr) => { } [2] void UnityEngine.GUIUtility.ProcessEvent(int instanceID, IntPtr nativeEventPtr, out bool result)

XeonG commented 1 month ago

@WooshiiDev any possible fix?

WooshiiDev commented 1 month ago

Hi there @XeonG - should be a fix in the develop branch for this now from #92