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Question by nithinm · Sep 15, 2016 at 05:12 PM · editorsceneview

Hide all objects except selected object in scene view

Can i hide all other objects except currently selected objects in the Scene View in editor? I know we can hide or show object object by setting it active in the inspector but i don't want to manually and deactivate all other objects except this one.

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Answer by 5c4r3cr0w · Sep 16, 2016 at 05:17 AM

You need write an editor script for that:

 using UnityEngine;
 using UnityEditor;
 using System.Collections;
 
 [MenuItem ("My Menu/Hide Objects #h")]
     static void HideAllExceptThisOne ()
     {
         GameObject[] all_Objs = GameObject.FindObjectsOfType<GameObject> ();
         GameObject current = Selection.activeGameObject;
 
         foreach (GameObject g in all_Objs) {
             if (g != current)
                 g.SetActive (false);
         }
     }

Create folder "Editor" under your Asset folder and put this script in that. You can "Hide" (Deactivate) all game objects except selected by pressing 'Shift' +'h' key

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avatar image nithinm · Sep 16, 2016 at 07:22 AM 0
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@5c4r3cr0w There is no way to toggle it !!! It just hid all my game objects. Also it make the parent objects inactive hence even the selected object is hidden. So finally i have a scene with all objects hidden and no way to revert it rather than doing it manually. :/

avatar image 5c4r3cr0w nithinm · Sep 16, 2016 at 09:32 AM 0
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Ok I have modified script a little like this:

     [$$anonymous$$enuItem ("$$anonymous$$y $$anonymous$$enu/Hide Objects #h")]
     static void HideExpectThisOne ()
     {
         
         GameObject[] all_Objs = Scene$$anonymous$$anager.GetActiveScene ().GetRootGameObjects ();
         GameObject current = Selection.activeGameObject;
 
         foreach (GameObject g in all_Objs) {
             if (g != current) {
                 bool enable_status = g.activeSelf;
                 enable_status = !(enable_status);
                 g.SetActive (enable_status);
 
                 if (current.transform.IsChildOf (g.transform))
                     g.SetActive (true);
 
             } else {
                 g.SetActive (true);
             }
         }
     }

However it'll toggle the active status of all GameObject expect the one you have selected will always be activated and it won't deactivate the parent object so siblings won't be affected.

also add

 using UnityEngine.Scene$$anonymous$$anagement;

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