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Guid Based Reference

Globaly Unique IDentifier (GUID) for Game Objects and Components

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What is this?

This is a fork of the excellent plugin created by the Unity Spotlight Team which allows cross scene referencing of Game Objects and serializing of said references to disk.

If you want to learn more about this plugin, please see this fantastic video.

What's Changed?

  • Along with Game Objects, you can now also reference any Component across scenes.
  • GuidComponent now better retains its Guids when used in prefabs (although not in all cases, please see Issue tickets).
  • Revamped editor property drawers for Game Object and Component Guid References for a better UI/UX.
  • Added optional support for Sisus' Component Names.
  • All the while trying to keep the runtime performance overhead and garbage generation to a minimum.

Installation

To install the package, go to Package Manager -> Add package from git URL, and add:

https://github.com/EmreDogann/unity-guid-reference.git

Usage

You can optionally install a sample showcasing basic usage of the package in the Samples tab of the package's description.

In the sample, simply load the LoadFirst.unity scene and press play to see the plugin in action! Use the SceneLoader game object to load LoadSecond.unity.

You should see the CrossSceneReferencer object in LoadFirst find the CrossSceneTarget object in LoadSecond, and set both of them to start spinning.

Add a GuidComponent to any Game Object where you want to reference either itself or one of its components.

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In any code that needs to be able to reference objects by GUID, add a GuidReference field (for Game Objects) or a GuidReference<Type> field (for Components).

For Game Object References:

  • GuidReference.GameObject will return the GameObject if it is loaded, otherwise null.

For Component References:

  • GuidReference.GameObject will return the GameObject the Component is attachted to if it is loaded, otherwise null.
  • GuidReference.Component will return the Component if it is loaded, otherwise null. The returned component will already be casted to the correct type, so you can directly use it like normal.
public class TestComponent : MonoBehaviour
{
	public GuidReference gameObjectRef;              // Reference Game Object
	public GuidReference<MeshRenderer> rendererRef;  // Reference Component (MeshRenderer)

    private void Update()
    {
        if (gameObjectRef.GameObject)
        {
            Vector3 localPosition = gameObjectRef.GameObject.transform.localPosition;
            // ...
        }

        if (rendererRef.Component)
        {
            rendererRef.Component.receiveGI = ReceiveGI.LightProbes;
            // ...
        }
    }
}

Bugs

This package is still a Work-In-Progress and has not been fully tested for all edge cases. If you encounter a bug, please create an issue on this repo and I will try my best to help you out! :)

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