uContext is a toolkit for Unity Editor that simplifies working with content, adds new features to the editor, and corrects and improves the built-in behaviors of the editor.
uContext is primarily aimed at level designers, and can improve and completely change the usual workflow.
Important: Everything in this documentation is described for default settings.
In the settings window, you can disable any features that you do not need, and redefine keyboard shortcuts.
uContext uses the undocumented features of Unity Editor and Reflection. This means that some features may not work in future versions of Unity Editor. If after updating Unity Editor, some features have stopped working correctly, please contact us. We will fix this as soon as possible.
Unity 2018.3 and 2019.1 are currently supported.
uContext only supports stable versions of Unity Editor. Support for alpha, beta and release candidate versions of Unity Editor we will implement by request.
Click the right mouse button in Scene View or CTRL + SPACE (OSX: COMMAND + SPACE) shortcut in any window to open the context menu for selected GameObject.
Use CTRL + right mouse button (OSX: COMMAND + right mouse button) in Scene View to select the GameObject under the cursor and open the context menu for it.
The context menu is automatically closed by selecting any item, clicking outside the context menu or pressing ESC.
When you open the context menu in playmode, the playback will be paused.
The context menu consists of three parts: windows, breadcrumbs and actions.
Allows you to open Inspector, Hierarchy, Project, Bookmarks and any of the components of the selected GameObject in a separate window in three modes: a popup window, a tab, or a utility.
Click to open a popup window.
This window will be closed when it loses focus.
When you click To Tab Window, the popup window will be converted to a tab.
You can close it by clicking Close button or by pressing ESC.
CTRL + Click to open the window as a tab.
Tabs can be combined into your own unique window.
SHIFT + Click to open the window as a utility.
This window can be closed by pressing ESC.
If a GameObject is selected, a list of its components will be shown, each of which can be opened in a separate window.
The component will be displayed as if it were part of the Inspector and it is supports Custom Editors.
A component opened as a tab or utility will always be available even if the GameObject has lost its selection.
Note: The Terrain Editor requires that a GameObject containing this Terrain be selected.
Bookmark - adds component to bookmarks. When you click the button while holding CTRL key, it opens the bookmarks window.
Select GameObject - selects the GameObject that contains this component.
If the reference to the component is lost (for example, GameObject was destroyed), uContext once tries to automatically restore the reference to the component using Instance ID or the component path in the hierarchy.
If the component cannot be automatically restored when you know that the component has become available in the scene, click Try to restore.
Tip (Windows only): You can quickly open a component in a window by dragging it from the inspector to Scene View while holding CTRL.
Displays the name of the selected GameObject. When you hover on a GameObject name, the full path in the hierarchy will be shown.
If selected a non-root GameObject, Parent button will be displayed. When you click the button, the parent GameObject will be selected. When you click the button while holding CTRL key, a list of all parent GameObjects will be shown.
If the selected GameObject has neighboring GameObjects (at the same level), Neighbors button will be shown. When you click the button, the list of all neighboring GameObjects will be shown.
If the selected GameObject has child GameObjects, Childs button will be shown. When you click the button, a list of all child GameObjects will be shown.
Contains actions that can be done for a scene or GameObject.
Some actions are displayed if any GameObject is selected.
Shows a menu of creating objects as when using Hierarchy / Create.
uContext allows you to choose where the object will be created:
- Root - at the root of the scene;
- Child - as a child of the selected GameObject;
- Same Level - at the same level as the selected GameObject;
- Parent - the object will be created at the same level as the selected GameObject, and the selected one will be made a child of the new object.
- Temporary - creates a temporary object that will be automatically destroyed when the scene starts.
Important: In Unity Editor 2019.1 there is a bug due to which Parent and Temporary may not work correctly. Waiting for the fix in the next version of Unity Editor.
Cameras and Focus
Create Camera From View - creates a permanent or temporary camera from the scene view. All temporary cameras will be destroyed when the scene starts.
Align View To Camera - align the scene view with the specified camera.
View States - allows you to save, restore or delete the view state, and open the View Gallery.
Frame Selected - frame the selected object in the scene view.
Move To View - move the selected object to the scene view.
Align With View - align the selected object with the scene view.
Align View To Selected - align the scene view with the selected object.
The bookmarks window contains all the components and GameObjects that have been bookmarked, in the order in which they were added.
Bookmarks are stored in the project folder and are unique to each project.
You can open the bookmarks window from the context menu or using Window / Infinity Code / uContext / Bookmarks.
If the line is highlighted, it means that the item is on the selected GameObject.
If the line is disabled (gray), this means that the item is not available (for example, it was deleted). Disabled lines are not automatically deleted, because the item may become available again.
If the item is not available, uContext will try once to restore the reference to the item using Instance ID or the path in the hierarchy.
When you know that the item has become available in the scene, click Refresh to update the availability of the items.
Tip: You can drag and drop components from the inspector or GameObject from the hierarchy to the bookmarks window.
Waila (What Am I Looking At)
Hold CTRL (OSX: COMMAND) in Scene View to display the GameObject name under the cursor.
If Terrain is under the cursor, WAILA will additionally display the terrain height.
Hold CTRL + SHIFT (OSX: COMMAND + SHIFT) in Scene View to display the names and path in the hierarchy of all GameObjects under the cursor.
Press CTRL + SHIFT + SPACE (OSX: COMMAND + SHIFT + SPACE) in Scene View to show smart selection.
The full paths in the hierarchy of all GameObjects under the cursor will be displayed. When you click on any item, it will be selected. When you click on the parent element, the parent element will be selected. When you click on an item while holding down CTRL key, GameObject will be added to the current selection.
Displays images from all cameras and images from all View States.
View State is the Scene View state setting.
Click on image to restore View State or camera view.
Right-click on View State to open the context menu for the item under the cursor.
Press CTRL + F (OSX: COMMAND + F) to show the search field under the cursor, which allows you to search for GameObject and components in the scene, and assets in the project.
Important: This feature overrides the built-in CTRL + F combination.
To switch between search everywhere, by hierarchy and by project, use the buttons above the search field or TAB key.
Entering more than two characters shows up to 20 of the most relevant items.
Search is not case sensitive if only lowercase characters are entered in the search field. If at least one uppercase character is entered, the search becomes case sensitive.
Additional search options:
- Camel Case Search. Enter uppercase character, for example, «SBC» to search for «SatinBox Container».
- Search by object type. Enter «:» and the type of object (in whole or in part) to search by type. For example, «wa:te» will find «08. Waila» texture in the project, or «DL:go» will find «Directional Light» GameObject in the scene.
For each item, the component icon and the full path in the hierarchy or project are shown. If the path is longer than 65 characters, then it is truncated from the beginning. For a component in the scene, the component type is also displayed.
When you hover over an item, the full (untruncated) path in the hierarchy or project is displayed.
If you press ENTER or click on an item, the object in the scene or project will be selected.
By pressing CTRL + ENTER:
- If the selected item is a GameObject in the scene - the GameObject will be selected and a new inspector opens in a separate window.
- If the selected element is a component in the scene - the component opens in a separate window.
- If the selected item is an asset in the project - opens the asset with associated application.
When you press SHIFT + ENTER, GameObject will be selected, and the scene view will be framed on this object.
You can drag and drop items from the search to the scene and other windows.
Switch between Scene View and Game View
Press CTRL + SHIFT + TAB (OSX: ALT + SHIFT + TAB) to switch between Scene View and Game View windows.
If the current active window is not Scene View and not Game View, the new active window will be Scene View.
If the current active window is maximized, then the new active window will also be maximized.
Preview of Cameras
Hold CTRL + SHIFT + Q (OSX: ALT + SHIFT + Q) in Scene View to display the image from Camera in Scene View.
The image will be hidden when you release any of the keys.
Important: The image will not contain UI elements.
Main Camera is always selected as the initial camera.
To switch between cameras, use the mouse wheel.
With the preview active, press F to align the scene view with the displayed camera.
Changing the size of the brush Terrain Editor
When Terrain is selected, use CTRL + Mouse wheel (OSX: COMMAND + Mouse wheel) to change brush size.
When using CTRL + SHIFT + Mouse wheel (OSX: COMMAND + SHIFT + Mouse wheel), the size of the brush will change 10 times faster.
Fast Zoom In / Out by Shortcut
Unity for zoom in / out in the scene uses the UP and DOWN keys.
But the problem is that they have too small a step.
uContext adds the ability to perform these actions mush faster.
CTRL + MINUS / EQUALS (OSX: COMMAND + MINUS / EQUALS) - performs zoom in / out 30 times faster.
CTRL + SHIFT + MINUS / EQUALS (OSX: COMMAND + SHIFT + MINUS / EQUALS) - performs zoom in / out 150 times faster.
Add Component by Shortcut
By default, pressing CTRL + SHIFT + A (OSX: COMMAND + SHIFT + A) shows Add Component window in the inspector, next to Add Component button. This does not work if the inspector is not currently visible (for example, with a maximized window).
uContext overrides this behavior:
When you press CTRL + SHIFT + A (OSX: COMMAND + SHIFT + A), Add Component window will be displayed under the mouse cursor, regardless of whether the inspector is currently visible.
Drag And Drop from Project to Canvas
Drag and Drop Texture
The default behavior is:
Dragging a Texture onto a Canvas is ignored.
Dragging a Texture onto Raw Image replaces the texture.
If the texture has a Texture Type - Sprite, then dragging to Image replaces sprite.
Dragging a Texture onto Rect Transform creates a new GameObject under the cursor, adds Raw Image component and sets the texture.
When CTRL is pressed, the forced object creation mode is enabled.
Drag and Drop Sprite
The default behavior is:
Dragging a Sprite to the Canvas creates a Sprite Renderer.
Dragging Sprite to Image replaces sprite.
Dragging Sprite to Rect Transform creates a new GameObject under the cursor, adds Image component and sets the sprite.
When CTRL is pressed, the forced object creation mode is enabled.
Drag and Drop a Prefab containing a Rect Transform
The default behavior is:
Dragging a Prefab containing a Rect Transform onto a canvas creates an instance of Prefab at the root of the scene.
Dragging a Prefab containing a Rect Transform onto a canvas creates an instance of the Prefab in GameObject under the cursor.
Temporary objects are all objects that are children of Temporary Container.
Temporary Container and all child objects will be automatically destroyed when the scene starts.
To create a Temporary Container, choose Window / Infinity Code / uContext / Temporary Object / Create Container.
To delete all temporary objects, select Window / Infinity Code / uContext / Temporary Object / Destroy Container.
Settings allow you to disable features that you do not need, and redefine keyboard shortcuts.
Select «Window / Infinity Code / uContext Settings» to open the settings.
Important: uContext settings are the same for all projects.
We send to Unity Asset Store only stable versions.
uContext has a built-in update system, using which you can download the latest versions of uContext and get early access to all versions and updates.
Important: Always back up before updating assets.
Select «Window / Infinity Code / uContext / Check Updates» or «uContext Settings / Help / Check Updates», to open the updater window. Enter your Invoice Number or Order Number, select the update channel and click «Check New Versions».
You can find your Invoice Number in Unity Asset Store order confirmation email, or on the orders page in Unity Asset Store:
If more than 10 updates were released in the selected channel from the current version, only the last 10 updates will be shown.
If updates are available, you can read the list of changes and download the update.
If you have problems installing the update, then:
1. Remove «Plugins / Infinity Code / uContext» folder.
2. Import the new version of uContext into the project.
If you want to return to the previous version of uContext, then select the channel «Stable Previous». Using this channel you can get 10 previous stable versions.
uContext automatically checks for updates every 24 hours. If the new version is available, you will see a icon in the Actions. Clicking on this action will open the updater window.
Automatic update check does not require an Invoice Number, and works on a previously selected update channel. If you did not select the update channel, then only stable versions will be checked.
Invalid editor window UnityEditor.FallbackEditorWindow
Choose some layout in Window / Layouts. This will restore the layout of the editor and the problem will gone.
View Gallery and Preview do not display UI
In the current version of the Unity Editor it is impossible to implement.
In Unity 2019.1, using Create Parent and Create Temporary actions, objects are created at the root of the scene
This is a bug in Unity Editor. Waiting for fix in the next versions of Unity Editor.
Your problem is not listed
Try to update to the latest version of the asset, using the built-in update system. Perhaps we have already fixed this problem.
If the problem persists, please contact us about this problem using email (email@example.com) or forum (http://forum.infinity-code.com). We will try to fix all bugs and release the update as soon as possible.
If something does not work for you, you have found a bug, or you have a suggestion, please contact to us.
When contacting, please specify your OS, the version of Unity Editor and the version of uContext.
We try to respond to all request to the support within 24 hours.