How the Check Works
The CheckEmptyPrefabs
is designed to identify and report empty prefab assets within your project. An empty prefab in this context is defined as a prefab GameObject that contains only the default components and has no child objects.
The check operates at the GameObject level:
- GameObject Level: When invoked on a
GameObject
, it checks whether theGameObject
is a prefab. If it is, the check then examines the number of components attached to theGameObject
and the count of its child objects. If theGameObject
contains only the default components (typically the Transform component) and has no child objects, it is flagged as an empty prefab.
The check performs the following steps:
- Prefab Identification: It checks if the provided GameObject is a prefab.
- Component and Child Count: For identified prefabs, it counts the number of components attached to the GameObject and the number of child objects it has.
- Issue Reporting: If the check determines that the prefab is empty, it logs an issue with a description indicating the problem and references the GameObject.
When to Use This Check
- Prefab Integrity: To ensure that prefabs in your project are not inadvertently empty, which could lead to unexpected behavior during instantiation.
- Project Cleanliness: Maintain project cleanliness by identifying and addressing empty prefabs, preventing unnecessary assets.
How to Use the Check
Perform Check: Perform the Check via the Verification Window by selecting the GameObjects you want to check for empty prefab instances.
Methods
PerformCheck(GameObject gameObject)
: Initiates the verification process for a specific GameObject. It checks whether the GameObject is a prefab and, if so, whether it is empty.
Attributes
description
: Provides a short description of what this check does, highlighting its purpose in identifying empty prefab assets within your project.
longDescription
: Offers a more detailed explanation of the check, providing additional context on how it identifies and reports empty prefab instances.