Unity中一键删除所有已失效的脚本

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//删除所有Miss的脚本
 
using UnityEngine;
using UnityEditor;
 
public class DeleteMissingScripts
{
    [MenuItem("MyTools/Delete Missing Scripts")]
    static void CleanupMissingScript()
    {
        GameObject[] pAllObjects = (GameObject[])Resources.FindObjectsOfTypeAll(typeof(GameObject));
 
        int r;
        int j;
        for (int i = 0; i < pAllObjects.Length; i++)
        {
            if (pAllObjects[i].hideFlags == HideFlags.None)//HideFlags.None 获取Hierarchy面板所有Object
            {
                var components = pAllObjects[i].GetComponents<Component>();
                var serializedObject = new SerializedObject(pAllObjects[i]);
                var prop = serializedObject.FindProperty("m_Component");
                r = 0;
 
                for (j = 0; j < components.Length; j++)
                {
                    if (components[j] == null)
                    {
                        prop.DeleteArrayElementAtIndex(j - r);
                        r++;
                    }
                }
 
                serializedObject.ApplyModifiedProperties();
            }
        }
    }
}

此为编辑器脚本

使用方法:

 

 

方法二:

using UnityEngine;
using UnityEditor;

public class DeleteMissingScripts
{
    [MenuItem("Edit/Cleanup Missing Scripts")]
    static void CleanupMissingScripts()
    {
        for (int i = 0; i < Selection.gameObjects.Length; i++)
        {
            var gameObject = Selection.gameObjects[i];

            // We must use the GetComponents array to actually detect missing components
            var components = gameObject.GetComponents<Component>();

            // Create a serialized object so that we can edit the component list
            var serializedObject = new SerializedObject(gameObject);
            // Find the component list property
            var prop = serializedObject.FindProperty("m_Component");

            // Track how many components we've removed
            int r = 0;

            // Iterate over all components
            for (int j = 0; j < components.Length; j++)
            {
                // Check if the ref is null
                if (components[j] == null)
                {
                    // If so, remove from the serialized component array
                    prop.DeleteArrayElementAtIndex(j - r);
                    // Increment removed count
                    r++;
                }
            }

            // Apply our changes to the game object
            serializedObject.ApplyModifiedProperties();
            EditorUtility.SetDirty(gameObject);
        }
    }
}


	

建议采取方法二,

已知两种方法可能会出现某些错误,

方法二运行几次会自动修复(方法一未测试)

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