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Question by Doctor_ED · Sep 21, 2020 at 10:03 AM · editorhierarchy

How can I select whole object with it's childrens in hierarchy?

I'm porting my fairly large project to different render pipeline, and so I have to change materials and stuff. My problem is that I have a ton of objects that are complex (lots of "collapsed" gameobjects) and when I want to select them all by just shift clicking top and bottom, then main objects are selected but their childrens are not. Probably kinda stupid question, but is there a way to select an object with its childrens, different then expanding all collapsed objects? alt text

GrassClump.001 was expanded during selection, GrassClump.002 was collapsed during selection.

selecting.png (276.2 kB)
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avatar image BenWiller1989 · Sep 21, 2020 at 11:30 AM 0
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https://www.codegrepper.com/code-examples/csharp/unity+get+all+children

avatar image streeetwalker · Sep 21, 2020 at 04:57 PM 0
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I updated my answer with some code.

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Answer by streeetwalker · Sep 21, 2020 at 10:10 AM

i think you'd have to write an editor script to do this - Editor scripts are not that difficult, and this is a fairly simple problem. You may be able to find one already written out on the web.

I took this as a challenge, so here is the code. Paste this into a script named SelectAll.cs and place it a folder named Editor.

Then press option-a or alt-a (depending on your system) after selecting an item in the hierarchy, it will select all children recursively:

 using UnityEditor;
 using UnityEngine;
 using System.Collections.Generic;
 
 public class SelectAll : MonoBehaviour {
     private static List<GameObject> childGOs;
 
     [MenuItem( "Tools/Select All &a" )]
     private static void NewMenuOption() {
         GameObject obj = Selection.activeGameObject;
         Transform t = obj.transform;
         childGOs = new List<GameObject>();
         childGOs.Add( obj );
         GetAllChildren( t );
         GameObject[] gOs = childGOs.ToArray();
         Selection.objects = gOs;
     }
 
     static void GetAllChildren( Transform t ) {
         foreach( Transform childT in t ) {
             childGOs.Add( childT.gameObject );
             if( childT.childCount > 0 ) {
                 GetAllChildren( childT );
             }
         }
     }
 }


You can also choose it from the Tools menu. Enjoy!

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