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Spotlight Inspector: Tree-View Edition

Discussion in 'Assets and Asset Store' started by PedroGV, Dec 29, 2016.

  1. PedroGV

    PedroGV

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    The latest version of our plug-in, the Spotlight Inspector, has been published on the Asset Store.



    It's an editor extension that we have been developing and using in-house for quite some time now.

    Basically, it allows you to edit all the components of game objects and prefabs within a tree-view control so that you can concentrate on a specific component at a time (you can also use it to edit scriptable objects, assets and settings).

    The main features of the extension are:

    + It helps you traverse the component structure of game objects and prefabs with ease.
    + It allows you to visually move from one component to the next one, intuitively and rapidly.
    + It works out of the box with no scripting required on your side.
    + It allows you to add components on the hierarchy with the Add-Component button.
    + It allows you to do component-hierarchy operations through keyboard shortcuts and drag'n'drop.
    + It allows you to activate/deactivate components on the tree-view control.

    As you would expect, Spotlight also supports features available in the built-in inspector so as make your editing experience as comfortable as possible:

    + It works with both, built-in and custom editors.
    + It displays material editors while editing renderers.
    + It renders the associated previews for the editor, if any.
    + It can be locked/unlocked on a specific element.
    + It can edit scriptable objects, settings and assets.
    + It works on Unity's editor during both, ‘Editing’ and ‘Playing’ modes.
    + It works either side-by-side with Unity's built-in inspector or alone.

    It's important to note that this is not a replacement of Unity's Inspector, but a companion add-on, so you can have alternative editing choices in case (and when) you need them. And, although it's a very intuitive extension, an operating manual is included (which can be read through in a few minutes).

    Here's a video we created for a previous version of it, which shows its basic functionality:


    Main highlights for v2.5.0.0:

    -> Added search box for components in the tree-view for game objects.
    -> Fixed multi-selection bug (now you can apply import changes to multiple selected assets at once).
    -> Minor bug fixes.
     
    Last edited: Nov 28, 2018
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  2. PedroGV

    PedroGV

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    An important note: the plugin works with all versions of Unity5.3.+ even though it was submitted with v5.4.3f1.
     
    Last edited: Dec 30, 2016
  3. PedroGV

    PedroGV

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    New version has been released for Unity v5.2+
     
  4. PedroGV

    PedroGV

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  5. PedroGV

    PedroGV

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    v2.0.1.0 with multi-editing support is now up for grabs!

    For those of you that use Script Inspector 3, you will need to manually modify the code in "ScriptInspector" class, which should be located in the following path: "\Assets\Plugins\Editor\ScriptInspector3\Scripts\ScriptInspector.cs"

    1. You will need to replace all usings with:
    Code (CSharp):
    1. using System;
    2. using System.Linq;
    3. using System.Reflection;
    4. using UnityEditor;
    5. using UnityEngine;
    2. Then add a new static constructor:
    Code (CSharp):
    1. static ScriptInspector ()
    2. {
    3.     var assemblies = AppDomain.CurrentDomain.GetAssemblies ();
    4.  
    5.     var spotlightAssembly = assemblies.FirstOrDefault ( a => a.FullName.StartsWith ( "Spotlight," ) );
    6.  
    7.     if (spotlightAssembly == null)
    8.     {
    9.         spotlightAssembly = assemblies.FirstOrDefault ( a => a.FullName.StartsWith ( "Assembly-CSharp-Editor," ) );
    10.     }
    11.  
    12.     if (spotlightAssembly != null)
    13.     {
    14.         var spotlightWindowType = spotlightAssembly.GetType ( "TakionStudios.Spotlight.Helper" );
    15.  
    16.         if (spotlightWindowType != null)
    17.         {
    18.             currentSpotlightWindowProperty = spotlightWindowType.GetProperty ( "CurrentWindow",
    19.             BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Static );
    20.         }
    21.     }
    22.  
    23.     var inspectorWindowType = typeof ( EditorWindow ).Assembly.GetType ("UnityEditor.InspectorWindow" );
    24.  
    25.     if (inspectorWindowType != null)
    26.     {
    27.         currentInspectorWindowField = inspectorWindowType.GetField ( "s_CurrentInspectorWindow",
    28.         BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Static );
    29.     }
    30. }
    3. Finally replace the field labeled "currentInspectorWindowField" and the method named "GetCurrentInspector" with:
    Code (CSharp):
    1. private static FieldInfo currentInspectorWindowField;
    2. private static PropertyInfo currentSpotlightWindowProperty;
    3.  
    4. protected static EditorWindow GetCurrentInspector ()
    5. {
    6.     if (currentSpotlightWindowProperty != null)
    7.     {
    8.         var currentInspector = currentSpotlightWindowProperty.GetValue ( null, null ) as EditorWindow;
    9.  
    10.         if (currentInspector != null)
    11.             return currentInspector;
    12.     }
    13.  
    14.     if (currentInspectorWindowField != null)
    15.     {
    16.         var currentInspector = currentInspectorWindowField.GetValue ( null ) as EditorWindow;
    17.  
    18.         if (currentInspector != null)
    19.             return currentInspector;
    20.     }
    21.  
    22.     return null;
    23. }
    This code will allow you to have keyboard focus on SI3 editors rendered with Spotlight Inspector.
     
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  6. PedroGV

    PedroGV

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    And yes, Spotlight Inspector also works with Text Mesh Pro!
     
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  7. PedroGV

    PedroGV

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    v2.0.1.7 is out!

    Besides the changes related to drag'n'drop and resizing operations, you can now have two menu options to lock a selection: (1) Lock Current Window, and (2) Lock New Window. The former is the same as the old "Lock" (just a rename) while the latter will open a new window with the current selection locked.
     
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  8. PedroGV

    PedroGV

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    v2.0.2.1 is out!

    Now you can easily traverse the parent-child hierarchy of game objects within the inspector it-self!

    Follow the link to see it in action: https://twitter.com/TakionStudios/status/839478358777954305

    (note: the dropdown list also shows with a tick which object is currently enabled on the editor)
     
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  9. PedroGV

    PedroGV

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  10. PedroGV

    PedroGV

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  11. PedroGV

    PedroGV

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  12. PedroGV

    PedroGV

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    v2.1 is out!

    This is a major milestone: not only does it include Favorites and History, along with multi-object/multi-component selection, but now it also supports adding (editor-only) descriptions to your components!

    Do game objects have lots of components of the same type attached? Do you need to identify components with a brief tag? No problem. Just double click on the component and enter a description for it. Or press F2 (or "Control + R" / "Command + R" on MacOSX). To remove the description, edit it and empty the text field. And yes! It also works with multi-object selections.

    Follow the link to see it in action: https://twitter.com/TakionStudios/status/844624628169543681

    Only for those using Script Inspector 3: you will need to manually do a couple of modifications that must be done in the "Si3UnityEventDrawer" class (you can find the corresponding file within the "Si3 Extensions" folder):

    1. First go to line 37 and replace ...

    Code (CSharp):
    1. private const BindingFlags instanceFlags = BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic;
    ... with ...

    Code (CSharp):
    1. private const BindingFlags instanceFlags = BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.FlattenHierarchy;
    2. Now go to line 197 of the OnGUI method and replace ...

    Code (CSharp):
    1.     targetField = targetObject.GetType ().GetField ( fieldNames[ i ], instanceFlags );
    2.            
    3.     if (targetField == null)
    4.     {
    5.       Debug.LogWarning ( "Could not find field #" + i + " in type " + targetObject.GetType ().FullName + "\n" + string.Join ( ", ", fieldNames ) );
    6.       break;
    7.     }
    8.              
    9.     targetObject = targetField.GetValue ( targetObject );
    10.     }
    11.   }
    12.      
    13.   dummyEvent = targetObject as UnityEventBase;
    14.      
    15.   base.OnGUI ( position, property, label );
    ... with ...

    Code (CSharp):
    1.     var type = targetObject.GetType ();
    2.  
    3.     do
    4.     {
    5.       targetField = type.GetField ( fieldNames[ i ], instanceFlags );
    6.       type = type.BaseType;
    7.     }
    8.     while ( targetField == null && type != null );
    9.              
    10.     if (targetField == null)
    11.     {
    12.       Debug.LogWarning ( "Could not find field #" + i + " in type " + targetObject.GetType ().FullName + "\n" + string.Join ( ", ", fieldNames ) );
    13.       targetObject = null;
    14.       break;
    15.     }
    16.              
    17.     targetObject = targetField.GetValue ( targetObject );
    18.   }
    19. }
    20.      
    21. dummyEvent = targetObject as UnityEventBase;
    22.      
    23. if (targetField == null)
    24. {
    25.   return;
    26. }
    27.  
    28. base.OnGUI ( position, property, label );
    These two changes will prevent a visual bug when rendering maskable components in debug view for those that have Script Inspector 3 installed.

    Cheers!
     
    Last edited: Mar 22, 2017
  13. PedroGV

    PedroGV

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    Important!!!

    When importing the package, DO NOT IMPORT the 3 .asset files named "HistoryRepository", "FavoritesRepository", and "DescriptionRepository" in order to keep existing data. If you import them, all previous data will be deleted!

    Those files shouldn't be there on the package, and although I specified to only upload 4 files, the process uploaded 7 files.

    I have submitted a new package for review with only the 4 files needed (being the dll the most important one), so hopefully, this time the generated package is the correct one. It will appear again as v2.1 since no code was changed.
     
  14. PedroGV

    PedroGV

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    While we wait for the approval of v2.1.1.8, only for those using Script Inspector 3, you may have noticed some of command menu items that SI3 offers do not work with Spotlight Inspector, like "Line Numbering" on/off, for instance.

    To make it work, you will need to do some modifications:

    1. Find this line on "ScriptInspector.cs" file ...:
    Code (CSharp):
    1. private static PropertyInfo currentSpotlightWindowProperty;
    ... and change into ...
    Code (CSharp):
    1. internal static PropertyInfo currentSpotlightWindowProperty;
    2. Then ope "FGTextEditor.cs" file and change the following methods as described below ...:

    Code (CSharp):
    1.  
    2. [MenuItem("CONTEXT/MonoScript/Word Wrap (Code)", false, 141)]
    3. private static void ToggleWordWrapCode()
    4. {
    5.    var windowType = EditorWindow.focusedWindow.GetType ();
    6.    if (windowType.ToString () != "UnityEditor.InspectorWindow" && !windowType.Equals ( ScriptInspector.currentSpotlightWindowProperty.PropertyType ))
    7.        SISettings.wordWrapCode.Toggle();
    8.    else
    9.        SISettings.wordWrapCodeInspector.Toggle();
    10. }
    11.  
    12. ...
    13.  
    14. [MenuItem("CONTEXT/MonoScript/Line Numbers (Code)", false, 144)]
    15. private static void ToggleLineNumbersCode()
    16. {
    17.    var windowType = EditorWindow.focusedWindow.GetType ();
    18.  
    19.  if (windowType.ToString() != "UnityEditor.InspectorWindow" && !windowType.Equals( ScriptInspector.currentSpotlightWindowProperty.PropertyType ))
    20.        SISettings.showLineNumbersCode.Toggle();
    21.    else
    22.        SISettings.showLineNumbersCodeInspector.Toggle();
    23. }
    24.  
    25. private static void ToggleLineNumbersText()
    26. {
    27.    var windowType = EditorWindow.focusedWindow.GetType ();  
    28.    if (windowType.ToString () != "UnityEditor.InspectorWindow" && !windowType.Equals ( ScriptInspector.currentSpotlightWindowProperty.PropertyType ))
    29.        SISettings.showLineNumbersText.Toggle();
    30.    else
    31.        SISettings.showLineNumbersTextInspector.Toggle();
    32. }
    33.  
    34. [MenuItem("CONTEXT/MonoScript/Track Changes (Code)", false, 145)]
    35. private static void ToggleTrackChangesCode()
    36. {
    37.    var windowType = EditorWindow.focusedWindow.GetType ();
    38.  
    39.  if (windowType.ToString () != "UnityEditor.InspectorWindow" && !windowType.Equals ( ScriptInspector.currentSpotlightWindowProperty.PropertyType ))
    40.        SISettings.trackChangesCode.Toggle();
    41.    else
    42.        SISettings.trackChangesCodeInspector.Toggle();
    43. }
    44.  
    45. private static void ToggleTrackChangesText()
    46. {
    47.    var windowType = EditorWindow.focusedWindow.GetType ();
    48.  
    49.  if (windowType.ToString () != "UnityEditor.InspectorWindow" && !windowType.Equals ( ScriptInspector.currentSpotlightWindowProperty.PropertyType ))
    50.        SISettings.trackChangesText.Toggle();
    51.    else
    52.        SISettings.trackChangesTextInspector.Toggle();
    53. }
    54.  
    55. private static void ToggleWordWrapText()
    56. {
    57.    var windowType = EditorWindow.focusedWindow.GetType ();
    58.    if (windowType.ToString () != "UnityEditor.InspectorWindow" && !windowType.Equals ( ScriptInspector.currentSpotlightWindowProperty.PropertyType ))
    59.        SISettings.wordWrapText.Toggle();
    60.    else
    61.        SISettings.wordWrapTextInspector.Toggle();
    62. }
    63.  
    I contacted the author of SI3 who promised to include the modifications on future versions of the extension as soon as possible. In the meantime, please do change the files manually to enjoy full integration between these two extensions.

    Cheers!
     
    Last edited: Mar 27, 2017
  15. PedroGV

    PedroGV

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    Regarding: https://forum.unity3d.com/threads/spotlight-inspector-tree-view-edition.448472/#post-3003791

    The three project-level files named "HistoryRepository", "FavoritesRepository", and "DescriptionRepository" hold data needed to support the corresponding features in Spotlight Inspector, so it is important that, from time to time, you persist the latter two, that is, "Favorites" and "Description" files, so that you can quickly roll back to a previous state, after a negative eventuality (like for instance, when you delete any of those key files or replace them with empty ones).

    Also, in case you work with a team on a specific project, if you guys use a version control service -like Collaborate, Git, BitBucket or your own solution- you may want to persist one of those two files or both on your backend repository, depending on whether you want to share favorites and or descriptions on the project among team members.

    This way you make sure you are always safe under negative circumstances.

    Cheers!
     
  16. PedroGV

    PedroGV

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  17. PedroGV

    PedroGV

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    v2.1.2.5 is out!

    This is basically a maintenance release: (i) all buttons for Favorites and History have been relocated so as to avoid visual overlaps, and (ii) the height for panels with components is not correctly set when you select a new component on the tree view. Best part: it supports Unity v5.6!!!

    Enjoy!
     
    Last edited: Apr 5, 2017
  18. PedroGV

    PedroGV

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    Spotlight Inspector is listed in Unity's MegaSale for a whole week with a discount of 30%. Grab it while it lasts!

     
  19. PedroGV

    PedroGV

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    v2.1.2.7 is out!

    It includes minor and yet handy bug fixes.

    Enjoy!
     
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  20. PedroGV

    PedroGV

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    v2.1.3.0 is out!

    It now supports Unity 2017.1 !!!

    Enjoy!
     
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  21. PedroGV

    PedroGV

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    v2.1.5.0 is out!

    Upto v2.1.3.0, the only way to select a game object/prefab on the Hierarchy/Project panels from Spotlight Inspector was by clicking with the left-mouse button on the "Root" entry or on the "Script" field (if exposed).

    From now on, you can also achieve it with two new options that have been added to the context menu of listed components in the tree-view. So, when right click a component you will see as top-most options:

    a. "Find Object": it will highlight / select the corresponding game object / prefab on the hierarchy / project window.

    b. "Find Script -> component's name": when enabled, it will highlight the corresponding Mono script on the project window.

    Also, you will notice that the "Copy" and "Remove" components now show "... -> component's name".

    Enjoy!
     
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  22. PedroGV

    PedroGV

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    v2.1.7.0 is out!

    This version is mainly targeted to those using Unity 2017.1+ since it introduces a workaround for a known bug that has been fixed for a future version of Unity (that is, according to QA team, v2017.3). No plans have been notified for a regression patch by the QA team, so it is advisable to download this version of Spotlight Inspector with the workaround to get rid -where possible, of "OnHierarchyChange" false positives.

    Cheers!
     
    Last edited: Aug 17, 2017
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  23. PedroGV

    PedroGV

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    v2.2.0.0 is out!

    It mainly fixes a bug related to the know bug mentioned on my previous post when undoing/redoing component additions to game objects.

    But also, it brings a change in the way the inspector picks the selected componentn for game objects so as to improve user experience when you want to quickly browse a specific type of component (other than the transform one) on different game objects.

    In previous versions, the inspector first searched its history and when a game object was found it set as active the last selected component. Or else, it picked the transform.

    Now, the rationale changed so that when you select a game object and your previous selection was also a game object, if the last component selected was other than Transform, the inspector:

    1. Will try to get the same type of component on the same location of the new selected game object,
    2. Will try to get the same first component of that type (regardless its location) on the new selected game object.
    3. Will try to get the component last selected (whatever its type), according to records found on the History repository.
    4. Will select its Transform component, if 1 to 3 above, fail.

    This way, you will be able to quickly browse the same component on different game objects without having to select it each time (which is a time saver when debugging multiple game objects with specific MonoBehaviours/Components, like instances of prefabs, in play mode). But as I said, this works with other components than the Transform one. In case, you want to quickly browse the Transform component in game objects, just clear the history repository and start browsing those objects.

    I hope you enjoy it!

    Note: I was informed that bug has been fixed for next patch of v2017.1 and v2017.2, so a new version will be submitted soon to revert behaviour to normality when versions 2017+ that include the patch are found.
     
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  24. PedroGV

    PedroGV

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    A quick note regarding my last post: I have the new version waiting for the fix for v2017.1 before submission (first I need to know which exact version of Unity includes the patch).

    The fix has been included in v2017.2.0b10, but unfortunately it wasn't included in v2017.1.1f1 (recently released): https://forum.unity3d.com/threads/2017-1-released.482680/page-2#post-3212099

    Once the fix gets included in v2017.1.1fxx (or v2017.1.1pxx) I will submit Spotlight Inspector v2.2.1.0, which also includes new options in settings to configure the "prediction" behaviour introduced in v2.2.0.0.

    Please stay tuned ...
     
  25. PedroGV

    PedroGV

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    v2.2.1.0 is out!

    For those of you using Unity 2017, it is recommended that you apply patch 2017.1.1p2 since it has the fix for the issue reported in case 935289 and with that UX with the inspector will get back to normal from that patch and on.

    Also, in this version you will find new options in settings to configure the prediction mode introduced in the last update. Please refer to the operating manual to find out more.

    Enjoy!
     
  26. PedroGV

    PedroGV

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    v2.2.1.3 is out!

    This one fixes a rather slippery bug that was haunting me for a long time with UGUI elements that deal with events, like Buttons. They are properly rendered fine with Spotlight Inspector again.

    (it turned out to be -what I believe it's- a bug on DestroyImmediate operation that I'll be notifying to Unity QA soon).

    Enjoy!
     
  27. PedroGV

    PedroGV

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    v2.3.0.0 is out!

    This is a maintenance release that adds support for Unity 2018.2.+ and experimental support for Unity 2018.3,beta+.

    Enjoy!
     
    Last edited: Oct 8, 2018
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  28. PedroGV

    PedroGV

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    v2.3.1.0 is out!

    This is a maintenance release that adds support for Assembly-Definition files from Unity 2017.3.0f3 and on.

    Enjoy!
     
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  29. PedroGV

    PedroGV

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    v2.4.0.0 is out!

    This is a maintenance release that fixes an old initialization bug for existing tabs when Unity editor starts up.

    Enjoy!
     
  30. PedroGV

    PedroGV

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    Spotlight Inspector is currently listed in the CyberWeek Megasale at a reduced price!!! So please, let the word out ...

    (and stay tuned for v2.5 which will introduced a new handy feature)
     
  31. PedroGV

    PedroGV

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    v2.5 is out!

    This is a very important release which adds a new feature and finally fixes a very annoying bug (that was driving us crazy).

    The new feature: a search box! Now you can search for components in your game objects and prefabs by name, which is very useful when you have lots of components assigned. Just start typing and the tree view will present the results on the fly! Really handy.

    The bug fix: when you select multiple assets of a kind, for example a texture, and intend to apply changes to their import setting at once, those changes will be correctly applied as intended! (in previous versions the change only affected the first selected asset)

    We hope you help us deliver this good news by telling your colleagues about this new version, which is currently available with a discounted price during the CyberWeek Megasale.

    Enjoy!
     
    Last edited: Nov 28, 2018
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  32. C_p_H

    C_p_H

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    @PedroGV
    In Unity 2018.3.0f2 SpotLight throws the following errors after install from the Asset Store:
    Code (CSharp):
    1. MissingMethodException: UnityEngine.Object UnityEditor.PrefabUtility.GetCorrespondingObjectFromSource(UnityEngine.Object)
    2. TakionStudios.Spotlight.ڧڧگگڭڲڭڪککڨ.ڪڰڪڧګڥگڭڮڦڨ (System.Int32[]& ڲڦڳڰکڳگڱکڨڪ, UnityEngine.Object[] گڪڳڭڭڮڳڳڬڱڲ) (at <273d97afa058436f83d065e43d7979f6>:0)
    3. TakionStudios.Spotlight.ڧڧگگڭڲڭڪککڨ.ڪڰڪڧګڥگڭڮڦڨ () (at <273d97afa058436f83d065e43d7979f6>:0)
    4. TakionStudios.Spotlight.ڧڧگگڭڲڭڪککڨ.ڭڳکڰڮڭڥڲکڮک () (at <273d97afa058436f83d065e43d7979f6>:0)
    5. TakionStudios.Spotlight.ڧڧگگڭڲڭڪککڨ.کڦڮڮڨڲګڭڦڨڦ () (at <273d97afa058436f83d065e43d7979f6>:0)
    6. TakionStudios.Spotlight.ڧڧگگڭڲڭڪککڨ..ctor (UnityEngine.Object[] گڪڳڭڭڮڳڳڬڱڲ) (at <273d97afa058436f83d065e43d7979f6>:0)
    7. TakionStudios.Spotlight.ڪکڲڦڨڲڮڥڧڱڳ.گڧڲڦکڧڪڧڨڥگ (System.Boolean ڤڦڤڱڮڲڱڬڧڦگ) (at <273d97afa058436f83d065e43d7979f6>:0)
    8. TakionStudios.Spotlight.ڪکڲڦڨڲڮڥڧڱڳ.OnFocus () (at <273d97afa058436f83d065e43d7979f6>:0)
    9. System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <ac823e2bb42b41bda67924a45a0173c3>:0)
    10. Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
    11. System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <ac823e2bb42b41bda67924a45a0173c3>:0)
    12. System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at <ac823e2bb42b41bda67924a45a0173c3>:0)
    13. UnityEditor.HostView.Invoke (System.String methodName, System.Object obj) (at /Users/builduser/buildslave/unity/build/Editor/Mono/HostView.cs:342)
    14. UnityEditor.HostView.Invoke (System.String methodName) (at /Users/builduser/buildslave/unity/build/Editor/Mono/HostView.cs:336)
    15. UnityEditor.HostView.OnFocus () (at /Users/builduser/buildslave/unity/build/Editor/Mono/HostView.cs:146)
    16. UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
    Code (CSharp):
    1. NotImplementedException: Visual tree is read-only during repaint
    2. UnityEngine.Experimental.UIElements.VisualTreeRepaintUpdater.PaintSubTreeChildren (UnityEngine.Experimental.UIElements.VisualElement root, UnityEngine.Matrix4x4 offset, System.Boolean shouldClip, System.Boolean shouldCache, UnityEngine.Rect textureClip) (at /Users/builduser/buildslave/unity/build/Modules/UIElements/VisualTreeRepaintUpdater.cs:332)
    3. UnityEngine.Experimental.UIElements.VisualTreeRepaintUpdater.PaintSubTree (UnityEngine.Experimental.UIElements.VisualElement root, UnityEngine.Matrix4x4 offset, System.Boolean shouldClip, System.Boolean shouldCache, UnityEngine.Rect currentGlobalClip) (at /Users/builduser/buildslave/unity/build/Modules/UIElements/VisualTreeRepaintUpdater.cs:314)
    4. UnityEngine.Experimental.UIElements.VisualTreeRepaintUpdater.Update () (at /Users/builduser/buildslave/unity/build/Modules/UIElements/VisualTreeRepaintUpdater.cs:35)
    5. UnityEngine.Experimental.UIElements.VisualTreeUpdater.UpdateVisualTree () (at /Users/builduser/buildslave/unity/build/Modules/UIElements/VisualTreeUpdater.cs:70)
    6. UnityEngine.Experimental.UIElements.Panel.Repaint (UnityEngine.Event e) (at /Users/builduser/buildslave/unity/build/Modules/UIElements/Panel.cs:507)
    7. UnityEngine.Experimental.UIElements.UIElementsUtility.DoDispatch (UnityEngine.Experimental.UIElements.BaseVisualElementPanel panel) (at /Users/builduser/buildslave/unity/build/Modules/UIElements/UIElementsUtility.cs:230)
    8. UnityEngine.Experimental.UIElements.UIElementsUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at /Users/builduser/buildslave/unity/build/Modules/UIElements/UIElementsUtility.cs:68)
    9. UnityEngine.GUIUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at /Users/builduser/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179)
    10.  
    Code (CSharp):
    1. MissingMethodException:UnityEngine.Object UnityEditor.PrefabUtility.GetCorrespondingObjectFromSource(UnityEngine.Object)
    2. 0   Unity                               0x000000010196ad1c _Z13GetStacktracei + 92
    3. 1   Unity                               0x00000001001878ab _Z17DebugStringToFileRK21DebugStringToFileData + 795
    4. 2   Unity                               0x0000000101ddbfeb _ZN15DebugLogHandler12Internal_LogE7LogTypeN4core12basic_stringIcNS1_20StringStorageDefaultIcEEEEP6Object + 331
    5. 3   Unity                               0x0000000101ddbdaa _Z35DebugLogHandler_CUSTOM_Internal_Log7LogTypeP10MonoStringP10MonoObject + 330
    6. 4  (Mono JIT Code) (wrapper managed-to-native) UnityEngine.DebugLogHandler:Internal_Log (UnityEngine.LogType,string,UnityEngine.Object)
    7. 5  (Mono JIT Code) [HostView.cs:42] UnityEditor.HostView:SetActualViewInternal (UnityEditor.EditorWindow,bool)
    8.  
    Code (CSharp):
    1. NullReferenceException: Object reference not set to an instance of an object
    2. TakionStudios.Spotlight.ڪکڲڦڨڲڮڥڧڱڳ.OnLostFocus () (at <273d97afa058436f83d065e43d7979f6>:0)
    3. System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <ac823e2bb42b41bda67924a45a0173c3>:0)
    4. Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
    5. System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <ac823e2bb42b41bda67924a45a0173c3>:0)
    6. System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at <ac823e2bb42b41bda67924a45a0173c3>:0)
    7. UnityEditor.HostView.Invoke (System.String methodName, System.Object obj) (at /Users/builduser/buildslave/unity/build/Editor/Mono/HostView.cs:342)
    8. UnityEditor.HostView.DeregisterSelectedPane (System.Boolean clearActualView, System.Boolean sendEvents) (at /Users/builduser/buildslave/unity/build/Editor/Mono/HostView.cs:428)
    9. UnityEditor.DockArea.RemoveTab (UnityEditor.EditorWindow pane, System.Boolean killIfEmpty, System.Boolean sendEvents) (at /Users/builduser/buildslave/unity/build/Editor/Mono/GUI/DockArea.cs:197)
    10. UnityEditor.EditorWindow.Close () (at /Users/builduser/buildslave/unity/build/Editor/Mono/EditorWindow.cs:890)
    11. UnityEditor.DockArea.Close (System.Object userData) (at /Users/builduser/buildslave/unity/build/Editor/Mono/GUI/DockArea.cs:603)
    12. UnityEditor.GenericMenu.CatchMenu (System.Object userData, System.String[] options, System.Int32 selected) (at /Users/builduser/buildslave/unity/build/Editor/Mono/GUI/GenericMenu.cs:119)
    13.  
    Unable to utilize as a result. Please help fix as soon as time permits, Thanks.
     
  33. PedroGV

    PedroGV

    Joined:
    Nov 1, 2010
    Posts:
    415
    Hi, thanks for posting it. The version for 2018.3 on the asset store was compiled with a beta.

    I will recompile the add-on with 2018.3.0f3 and resubmit as soon as it passes tests.

    Thanks
     
  34. PedroGV

    PedroGV

    Joined:
    Nov 1, 2010
    Posts:
    415
    @C_p_H, I have tested with the one on the asset store and it works fine with 2018.3.0f2.

    Do you have more than one editions of Unity installed? If you happened to download the addon for a previous version then the AssetStore will not deliver the corresponding one, and use the cached package. So, locate the following folder ...:

    C:\Users\<yourusername>\AppData\Roaming\Unity\Asset Store-5.x\

    ... delete the folder named "Takion Studios" and please re-download.
     
    Last edited: Dec 17, 2018
    C_p_H likes this.
  35. PedroGV

    PedroGV

    Joined:
    Nov 1, 2010
    Posts:
    415
    A new maintenance version has been released with a build for Unity 2018.3.0f2.
     
    Last edited: Dec 20, 2018
    C_p_H likes this.
  36. C_p_H

    C_p_H

    Joined:
    Nov 24, 2014
    Posts:
    153
    Back to being awesome, works as expected now; humbly appreciated:)
     
    PedroGV likes this.
  37. stevenatunity

    stevenatunity

    Joined:
    Apr 17, 2015
    Posts:
    114
    @PedroGV A couple of days ago I was checking out Spotlight Inspector and now it's gone :( Is it gone forever?
     
  38. PedroGV

    PedroGV

    Joined:
    Nov 1, 2010
    Posts:
    415
    @stevenatunity No, it's not gone. When a new version is ready I will let all know here in this thread.
     
    NeatWolf, stevenatunity and TonyLi like this.
  39. PedroGV

    PedroGV

    Joined:
    Nov 1, 2010
    Posts:
    415
    If any user needs a (beta) version of SI for Unity 2019.1.0f2 and on, please let me know by PM. Thanks.
     
    C_p_H likes this.