/Smart-Hierarchy

Collection of QoL improvements for Unity Hierarchy.

Primary LanguageC#GNU General Public License v3.0GPL-3.0

Smart Hierarchy v0.2.8

ko-fi

Collection of QoL improvements for Unity Hierarchy.
Designed with a native-feel and intuitiveness in mind.

Note: Extension is in early development stage, so feel free to bug-hunt, provide feedback and ideas!
Every contribution is highly appreciated!

Installation

Installation

No additional setup required!
Customize plugin behaviour in "Preferences > Workflow > Smart Hierarchy".

Features

Icons

Icons

First object component is shown by default, and the last one for UI.
Default icon is shown only when object is "Empty", i.e. it has no components and transform is not changed.

Collections

Collections

"GameObject / Create Collection".

Collection is a special Editor-only object that has no components and no transform.
It detaches it's children on scene process, so there is no overhead at runtime.
Best Practices: Transforms Optimization
Best Practices: Optimizing the Hierarchy

Issue: Currently they are not displayed in Playmode.
There is an option (in Preferences) to keep them in Editor, but beware of the overhead.

Activation Toggle

Activation Toggle

No more need to select game object in order to (de)activate it.

Hover Preview

Hover Preview

Hold modification key to preview hovered object.
Bindable keys: Alt / Shift / Ctrl.
Very Experimental! Can be enabled in Preferences.

In progress:

  • Components bar
  • Single-click expanding
  • Folder inspector
  • "Cut" shortcut

Under investigation:

  • Types priority
  • Nesting branches
  • Depth context
  • Decorator/Fake folders
  • Scene highlight
  • Filtering

Test status:

  • Made in Unity 2019.4
  • Tested with Unity 2020.1
  • Not tested with sub-scenes
  • Not tested with multiple hierarchy windows
  • Not tested with other workflow extensions like Peek