Open justinwasilenko opened 2 years ago
Thanks for the suggestion - This is a nice script!
So the workflow you are needing to do right now is:
Prefab/RevertName
I like the idea, but there are a few potential problems. Not sure if they are dealbreakers or not.
Char_Hero (1)
. Should it change the common substring?In these cases, I think I'd expect a user to fix them with the bulk renamer themselves. Simply because we can't know what the "right" way is to fix up the users assets. Here's an example: if you want to change Char_Hero
to Batman
in the project and the scene, I'd probably search my scene for "Char_Hero", and my project for "t:prefab Char_Hero", and just drag everything in and Replace "Char_Hero" with "Batman".
That said, I this gave me an idea for a feature that might allow this.
Custom script nodes - users could create functions that adhere to some signature and do anything, and you could put them in the rename pipeline on the left. In this case you don't need all that, you'd just need a callback when it's done. Which might be the way to go.
So I think I'd like to keep this Issue open until I have a chance to write up a design for Custom Script operations. But ultimately I'd probably close it in favor of custom scripts - and maybe ship with a few operations, including this one.
What do you think?
Would be nice to see after changing the name of a Prefab in the project view, to then change the names of all gameobjects using that prefab in the scene.
Something like this: https://pastebin.com/DaiACbJU