# Batch Operations

Code examples for batch processing using `execute-dynamic-code`.

## Batch Modify Selected Objects

```csharp
using UnityEditor;
using System.Collections.Generic;

GameObject[] selected = Selection.gameObjects;
if (selected.Length == 0)
{
    return "No GameObjects selected";
}

int undoGroup = Undo.GetCurrentGroup();
Undo.SetCurrentGroupName("Batch Modify");

foreach (GameObject obj in selected)
{
    Undo.RecordObject(obj.transform, "");
    obj.transform.localScale = Vector3.one * 2;
}

Undo.CollapseUndoOperations(undoGroup);
return $"Scaled {selected.Length} objects (Single undo step)";
```

## Edit Multiple Objects with SerializedObject

```csharp
using UnityEditor;

GameObject[] selected = Selection.gameObjects;
if (selected.Length == 0)
{
    return "No GameObjects selected";
}

List<Transform> transforms = new List<Transform>();
foreach (GameObject obj in selected)
{
    transforms.Add(obj.transform);
}

SerializedObject serializedObj = new SerializedObject(transforms.ToArray());
SerializedProperty positionProp = serializedObj.FindProperty("m_LocalPosition");
positionProp.vector3Value = Vector3.zero;
serializedObj.ApplyModifiedProperties();

return $"Reset position of {selected.Length} objects";
```

## Batch Add Component

```csharp
using UnityEditor;

GameObject[] selected = Selection.gameObjects;
if (selected.Length == 0)
{
    return "No GameObjects selected";
}

int undoGroup = Undo.GetCurrentGroup();
Undo.SetCurrentGroupName("Batch Add Rigidbody");

int addedCount = 0;
foreach (GameObject obj in selected)
{
    if (obj.GetComponent<Rigidbody>() == null)
    {
        Undo.AddComponent<Rigidbody>(obj);
        addedCount++;
    }
}

Undo.CollapseUndoOperations(undoGroup);
return $"Added Rigidbody to {addedCount} objects";
```

## Batch Process Assets with StartAssetEditing

```csharp
using UnityEditor;

string[] guids = AssetDatabase.FindAssets("t:Material", new[] { "Assets/Materials" });
if (guids.Length == 0)
{
    return "No materials found";
}

AssetDatabase.StartAssetEditing();
try
{
    int modified = 0;
    foreach (string guid in guids)
    {
        string path = AssetDatabase.GUIDToAssetPath(guid);
        Material mat = AssetDatabase.LoadAssetAtPath<Material>(path);
        if (mat != null)
        {
            mat.color = Color.white;
            EditorUtility.SetDirty(mat);
            modified++;
        }
    }

    AssetDatabase.SaveAssets();
    return $"Reset color of {modified} materials";
}
finally
{
    AssetDatabase.StopAssetEditing();
}

```

## Batch Rename GameObjects

```csharp
using UnityEditor;

GameObject[] selected = Selection.gameObjects;
if (selected.Length == 0)
{
    return "No GameObjects selected";
}

int undoGroup = Undo.GetCurrentGroup();
Undo.SetCurrentGroupName("Batch Rename");

for (int i = 0; i < selected.Length; i++)
{
    Undo.RecordObject(selected[i], "");
    selected[i].name = $"Item_{i:D3}";
}

Undo.CollapseUndoOperations(undoGroup);
return $"Renamed {selected.Length} objects";
```

## Batch Set Layer

```csharp
using UnityEditor;

GameObject[] selected = Selection.gameObjects;
if (selected.Length == 0)
{
    return "No GameObjects selected";
}

int layer = LayerMask.NameToLayer("Default");

int undoGroup = Undo.GetCurrentGroup();
Undo.SetCurrentGroupName("Batch Set Layer");

foreach (GameObject obj in selected)
{
    Undo.RecordObject(obj, "");
    obj.layer = layer;
}

Undo.CollapseUndoOperations(undoGroup);
return $"Set layer of {selected.Length} objects to Default";
```

## Batch Set Tag

```csharp
using UnityEditor;

GameObject[] selected = Selection.gameObjects;
if (selected.Length == 0)
{
    return "No GameObjects selected";
}

int undoGroup = Undo.GetCurrentGroup();
Undo.SetCurrentGroupName("Batch Set Tag");

foreach (GameObject obj in selected)
{
    Undo.RecordObject(obj, "");
    obj.tag = "Enemy";
}

Undo.CollapseUndoOperations(undoGroup);
return $"Tagged {selected.Length} objects as Enemy";
```

## Batch Modify ScriptableObjects

```csharp
using UnityEditor;

string[] guids = AssetDatabase.FindAssets("t:ScriptableObject", new[] { "Assets/Data" });
if (guids.Length == 0)
{
    return "No ScriptableObjects found";
}

int modified = 0;
foreach (string guid in guids)
{
    string path = AssetDatabase.GUIDToAssetPath(guid);
    ScriptableObject so = AssetDatabase.LoadAssetAtPath<ScriptableObject>(path);
    if (so == null) continue;

    SerializedObject serializedObj = new SerializedObject(so);
    SerializedProperty prop = serializedObj.FindProperty("isEnabled");
    if (prop != null)
    {
        prop.boolValue = true;
        serializedObj.ApplyModifiedProperties();
        EditorUtility.SetDirty(so);
        modified++;
    }
}

AssetDatabase.SaveAssets();
return $"Enabled {modified} ScriptableObjects";
```

## Batch Remove Component

```csharp
using UnityEditor;

GameObject[] selected = Selection.gameObjects;
if (selected.Length == 0)
{
    return "No GameObjects selected";
}

int undoGroup = Undo.GetCurrentGroup();
Undo.SetCurrentGroupName("Batch Remove Rigidbody");

int removedCount = 0;
foreach (GameObject obj in selected)
{
    Rigidbody rb = obj.GetComponent<Rigidbody>();
    if (rb != null)
    {
        Undo.DestroyObjectImmediate(rb);
        removedCount++;
    }
}

Undo.CollapseUndoOperations(undoGroup);
return $"Removed Rigidbody from {removedCount} objects";
```

## Batch Set Static Flags

```csharp
using UnityEditor;

GameObject[] selected = Selection.gameObjects;
if (selected.Length == 0)
{
    return "No GameObjects selected";
}

int undoGroup = Undo.GetCurrentGroup();
Undo.SetCurrentGroupName("Batch Set Static");

foreach (GameObject obj in selected)
{
    Undo.RecordObject(obj, "");
    GameObjectUtility.SetStaticEditorFlags(obj, StaticEditorFlags.BatchingStatic | StaticEditorFlags.OccludeeStatic);
}

Undo.CollapseUndoOperations(undoGroup);
return $"Set static flags on {selected.Length} objects";
```

## Batch Process with Progress Bar

```csharp
using UnityEditor;

string[] guids = AssetDatabase.FindAssets("t:Texture2D");
if (guids.Length == 0)
{
    return "No textures found";
}

int processed = 0;
foreach (string guid in guids)
{
    string path = AssetDatabase.GUIDToAssetPath(guid);
    TextureImporter importer = AssetImporter.GetAtPath(path) as TextureImporter;
    if (importer != null && importer.maxTextureSize > 1024)
    {
        importer.maxTextureSize = 1024;
        importer.SaveAndReimport();
        processed++;
    }

    if (processed % 10 == 0)
    {
        EditorUtility.DisplayProgressBar("Processing Textures", path, (float)processed / guids.Length);
    }
}

EditorUtility.ClearProgressBar();
return $"Resized {processed} textures to max 1024";
```

## Batch Align Objects

```csharp
using UnityEditor;

GameObject[] selected = Selection.gameObjects;
if (selected.Length < 2)
{
    return "Select at least 2 objects";
}

int undoGroup = Undo.GetCurrentGroup();
Undo.SetCurrentGroupName("Align Objects");

float startX = selected[0].transform.position.x;
float spacing = 2f;

for (int i = 0; i < selected.Length; i++)
{
    Undo.RecordObject(selected[i].transform, "");
    Vector3 pos = selected[i].transform.position;
    pos.x = startX + (i * spacing);
    selected[i].transform.position = pos;
}

Undo.CollapseUndoOperations(undoGroup);
return $"Aligned {selected.Length} objects with {spacing}m spacing";
```

## Batch Rename Assets (Undo-supported)

```csharp
using UnityEditor;

// ObjectNames.SetNameSmart() supports Undo (AssetDatabase.RenameAsset() does NOT)
Object[] selected = Selection.objects;
if (selected.Length == 0)
{
    return "No assets selected";
}

for (int i = 0; i < selected.Length; i++)
{
    string newName = $"{i:D3}_{selected[i].name}";
    ObjectNames.SetNameSmart(selected[i], newName);
}

AssetDatabase.SaveAssets();
return $"Renamed {selected.Length} assets";
```

## Batch Replace Material

```csharp
using UnityEditor;

GameObject[] selected = Selection.gameObjects;
if (selected.Length == 0)
{
    return "No GameObjects selected";
}

string materialPath = "Assets/Materials/NewMaterial.mat";
Material newMat = AssetDatabase.LoadAssetAtPath<Material>(materialPath);
if (newMat == null)
{
    return $"Material not found at {materialPath}";
}

int undoGroup = Undo.GetCurrentGroup();
Undo.SetCurrentGroupName("Batch Replace Material");

int replaced = 0;
foreach (GameObject obj in selected)
{
    MeshRenderer renderer = obj.GetComponent<MeshRenderer>();
    if (renderer != null)
    {
        Undo.RecordObject(renderer, "");
        renderer.sharedMaterial = newMat;
        replaced++;
    }
}

Undo.CollapseUndoOperations(undoGroup);
return $"Replaced material on {replaced} objects";
```
