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Question by idbrii · Feb 11, 2020 at 10:14 PM · editoreditor-scriptinghierarchy

Expand active children in Hierarchy

I know I can Alt-click on the arrow next to an object in the Hierarchy to recursively expand it's children. But is there a way for me to do that only to children that are active (GameObject.activeSelf == true)?

When I'm working on UI, I have lots of inactive elements. I'd like to only expand the currently visible parts to make it easier to see the hierarchy as a representation of what's in the Game view.

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Answer by idbrii · Feb 11, 2020 at 10:46 PM

Thanks to some answers here, I figured something out:

 public static class HierarchyOrganizer
 {
     // Expand recursively and collapse any inactive GameObjects in
     // selection and children.
     [MenuItem("GameObject/Expand Active Children", false, 46)]
     static void Menu_ExpandActiveChildren()
     {
         EditorApplication.ExecuteMenuItem("Window/General/Hierarchy");
         var hierarchy_window = EditorWindow.focusedWindow;

         // Use transforms so it only works for hierarchy view.
         foreach (var t in Selection.transforms)
         {
             ExpandActiveChildren(t.gameObject, hierarchy_window);
         }
     }

     static void ExpandActiveChildren(GameObject parent, EditorWindow hierarchy_window)
     {
         SetExpandedRecursive(parent, true, hierarchy_window);
         for (int i = 0; i < parent.transform.childCount; ++i)
         {
             var t = parent.transform.GetChild(i);
             var obj = t.gameObject;
             bool is_active = t.gameObject.activeSelf;
             SetExpandedRecursive(obj, is_active, hierarchy_window);
             //~ Debug.Log(string.Format("Setting hierarchy for {0} expanding={1}", obj.name, is_active), obj);
             if (is_active)
             {
                 ExpandActiveChildren(obj, hierarchy_window);
             }
         }
     }

     // https://answers.unity.com/questions/656869/foldunfold-gameobject-from-code.html
     static void SetExpandedRecursive(GameObject go, bool expand, EditorWindow hierarchy_window)
     {
         var type = typeof(EditorWindow).Assembly.GetType("UnityEditor.SceneHierarchyWindow");
         // There's no exposed nonrecursive function in 2018, so call the
         // recursive one instead.
         var methodInfo = type.GetMethod("SetExpandedRecursive");
         Debug.Assert(methodInfo != null, "Failed to find SetExpandedRecursive. Maybe it changed in this version of Unity.");
         methodInfo.Invoke(hierarchy_window, new object[] { go.GetInstanceID (), expand });
     }
 }

}

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