keep gameObject in hierarchy folded when not selected

i have “folder” gameObject for large group of gameObjects … any time I click on one of them, the gameObject unfolds and i have to scroll very long way to fold it

is there way t do it by script?, something like on select anything else then “star” unfold this gameObject

Edit: it must be one line script like Hierarchy.Fold(gameObject) in OnDisable function in custom inspector

This will hopefully cover all your folding needs :slight_smile:

Using the Collapse method from this answer, I was able to write the following one-liners (as you requested):

public static class Folds
{
	[MenuItem("Folds/FoldSelection #&,")]
	public static void FoldSelection()
	{
		Utils.CollapseSelection(false);
	}
	[MenuItem("Folds/CollapseSelection #&.")]
	public static void CollapseSelection()
	{
		Utils.CollapseSelection(true);
	}

	[MenuItem("Folds/FoldAllExceptCurrentSelected %#&,")]
	public static void FoldAllExceptCurrentSelected()
	{
		Utils.CollapseAllExcept(Selection.activeGameObject, false);
	}
	[MenuItem("Folds/CollapseAllExceptCurrentSelected %#&.")]
	public static void CollapseAllExceptCurrentSelected()
	{
		Utils.CollapseAllExcept(Selection.activeGameObject, true);
	}
}

And then put these in your Utility class (just a static class) (you can tell that mine is called Utils) (Collapse goes there as well)

	public static void CollapseSelection(bool value)
	{
		var selection = Selection.GetFiltered(typeof(GameObject), SelectionMode.TopLevel);
		foreach(var go in selection)
			Collapse(go, value);
	}

	public static void CollapseAllExcept(GameObject go, bool value)
	{
		// get the toplevel GOs (whose parents are null) - exclude 'go' - Don't forget to include System.Linq for the Where method to work
		var toplevelGos = Object.FindObjectsOfType<GameObject>().Where(g => g.transform.parent == null && g != go);
		foreach(var g in toplevelGos)
			Collapse(g, value);
		SelectObject(go);
	}

REMARK:

 %: Ctrl on Windows, cmd on OS X
 #: Shift
 &: Alt

However, all this stuff deals with GameObjects in the Hiearchy window, if you wanted to deal with Objects, then this means that we could be selecting something from the Project window (i.e. assets, folders, etc) - so our current Collapse won’t work cause it’s using the Hierarchy window. But it’s very simple to add that functionality to it, modify the Collapse method to:

public static void Collapse(Object obj, bool collapse, string window = "Hierarchy") // by default, it's the "Hierarchy" window
{
	// get a reference to the wanted window
	var hierarchy = GetFocusedWindow(window);

	// select our object
	SelectObject(obj);

	// create a new key event (RightArrow for collapsing, LeftArrow for folding)
	var key = new Event { keyCode = collapse ? KeyCode.RightArrow : KeyCode.LeftArrow, type = EventType.keyDown };

	// finally, send the event to the window
	hierarchy.SendEvent(key);
}

Now you could fold/collapse stuff from the Project window as well:

Collapse(obj, true, "Project");

For those who are still trying to find a good solution, based on a lot of research, I’ve created a utility with these methods:

- IsExpanded(GameObject go)
- GetExpandedGameObjects()
- SetExpanded(GameObject go, bool expand)
- SetExpandedRecursive(GameObject go, bool expand)

You can find my script here, I hope you guys make good use of it:

You can make an little editor script that creates a menu item with a keyboard shortcut that when it get Hit its selects the parent object if there is one. it will also scroll up to the top!
Hope that helps.

Here the code!

using UnityEngine;
using UnityEditor;
using System.Collections;

public class SelectParent  :  Editor{
	
	[MenuItem ("Edit/Select Parent %e")]
	public static void SelectParentFunction () {
		if (Selection.activeGameObject && Selection.activeGameObject.transform.parent)
			Selection.activeGameObject = Selection.activeGameObject.transform.parent.gameObject;
		
	}
}