Documentation for uContext v2.11 Basic and Pro

IntroductionDescriptionBasic vs ProBefore you startFuzzy searchStandalone ToolsBookmarksContext menuWindowsPopup windowTabUtilityFavorite WindowsComponentsBreadcrumbsActionsAlign & DistributeCreating ObjectsHistoryReplace GameObjectsSnappingViews and CamerasDistance ToolEditor Icon BrowserRecent ScenesSmart SearchSearch for ScriptsToolbarRestore ViewTimerTimescale changeWindowsCurrently open windowsRecently closed windowsFavorite windowsGameObject ToolsAdd Component by ShortcutCollectionsFlattenMoving objects between collectionsDrop To FloorAdvancedDuplicate ToolGroup GameObjectsMissing Script FixerPivot ToolRename by ShortcutMass RenameRotate by ShortcutSelect Prefab InstancesSelection HistoryUngroup GameObjectsHierarchy ToolsBackgroundsBest Icons For GameObjectComponents In HierarchyDisplay errors and exceptionsEnable/Disable GameObjectsHeadersHighlight GameObject In Scene ViewRow SettingsSolo VisibilityTreeInspector ToolsDrag From Object FieldsInspector BarExpand / CollapseNested EditorsObject Field SelectorNavigation ToolsFast Zoom In / Out by ShortcutFrame Selected BoundsJump To PointQuick PreviewView GalleryView State In Scene ViewView State for SelectionScene View ToolsCustom Tool SwitcherHighlighterObject PlacerObject ToolbarRelated ComponentsQuick Access BarSelection BoundsTool ValuesTransform Editor WindowAlign & DistributeBoundsTerrain Editor Brush SizeWaila (What Am I Looking At)Smart SelectionInteracting with WindowsMaximize Active WindowSwitch Between Scene and Game ViewsBehavior ImprovementsChange Value of Numeric FieldsDrag And Drop from Project to CanvasDrag and Drop TextureDrag and Drop SpriteDrag and Drop a Prefab containing a Rect TransformEnum Field SearchTemporary ObjectsSettingsExport / Import SettingsExport / Import ItemsScene ReferencesShortcutsIntegration with third-party assetsEnhanced HierarchyFullscreen EditorOnline MapsProGridsReal World TerrainUpdating AssetTroubleshootingCheck IntegrityKnown IssuesYour problem is not listedSupportOther Infinity Code assetsHuge TextureMesh to TerrainOnline MapsReal World TerrainTerrain Quality ManageruPanoFinal wordsLinks

Introduction

Thanks for using uContext! Don't forget to leave a review on the store page if you liked it, this helps us a lot! https://assetstore.unity.com/packages/tools/level-design/ucontext-basic-182221 https://assetstore.unity.com/packages/tools/level-design/ucontext-pro-141831

Description

uContext is productivity PowerPack 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.

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.

This is general documentation for the Basic and Pro versions of uContext. Features that are missing in the Basic version are marked Pro.

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.

uContext only supports stable versions of Unity Editor. Support for alpha, beta and release candidate versions of Unity Editor we will implement by request.

Basic vs Pro

uContext has two versions of the asset: Basic (free) and Pro (paid).

uContext Pro you buy once. We don't like the idea of paid upgrades, and all customers of all our assets get all future updates for free, no matter how long ago they bought the asset. Pro version already contains Basic version inside and you don't need to import this separately.

uContext Basic is not a demo or trial version of the asset. This is a fully functional asset that you can use in any projects. uContext Basic contains all the features described in this documentation, except those described below. These features are only present in uContext Pro.

Exclusive Features: Nested Editors, Replace, Rotate by Shortcut, Timescale, Built-in Update System;

Sub-features (the main part is present in Basic, but some part is present only in Pro): Bookmarks: Filter By Type; Component Window: Debug Mode; Context Menu: Favorite Windows In Context Menu, History Action, Replace Action, Snapping Action; Distance Tool: Distance To Cursor, Pick a point in Scene View; Drop To Floor: Advanced Mode; Editor Icon Browser: Export Icons; Hierarchy: Errors In Components, Highlight Row On WAILA, Icons Of Components; Inspector Bar: Expand / Collapse, Object Field Selector; Jump To Point: Alternative Mode; Object Toolbar: Auto Open Best Item, Related Components; Quick Access Bar: Menu Item Type, Static Method Type, Scriptable Objects Type; Quick Preview: Set View From Quick Preview; Rename: Mass Rename; Search: Search Script; Transform Editor Tools: Align, Bounds; View Gallery And View States: Display Cameras In View Gallery, View State For Selection, View States In Scene View; WAILA: Names Of All Object Under Cursor, Smart Selection.

Using any version of the asset, you can expect one of the best Asset Store support we provide. If you have questions, problems, or feature requests, please contact us in a convenient way.

Before you start

OK, you have imported the asset and are ready to start. Wait a second and save your layout. uContext manipulates windows very actively, and sometimes (very rarely, but still) it may breaks the current layout. Choose "Window / Layouts / Save Layout to File" to save the layout and you can quickly restore it.

Search and all filter fields support fuzzy search.

A fuzzy search ignores the character case of the input string, and finds the most relevant items based on the distance between the characters and the character case of the target item.

For example, to find an item named "Hello World", you can enter: - hw: Hello World. The target will be highly relevant because the characters in the target string are uppercase. - hello: Hello World. The target element will be highly relevant because the characters of the target line are in a row. - hewo: Hello World. The target element will have high relevance, because the characters of the target string are uppercase and there are characters in a row. - lord: Hello World. The target element will be of low relevance, because the characters of the target string are lower case, and are not in a row.

Standalone Tools

Bookmarks

uContext - Bookmarks

The bookmark window can store objects of any type (GameObjects, Components, Assets, Folders) that are most important to you.

Bookmarks are stored in the assets folder and are unique to each project.

You can open the bookmark window using the key combination ALT + SHIFT + B, from the context menu or using "Window / Infinity Code / uContext / Bookmarks".

To add a new item to bookmarks, drag and drop it to the bookmarks window.

Items are grouped by location in the scene or in the project.

Bookmarks have two display modes: list and grid. To change the mode and size of the cell, use the slider at the bottom of the window.

To select an item, left-click on the name. Right-click to open the context menu for the item.

Click Open button to:

Double click to:

You can drag items from bookmarks to any other windows.

To quickly find an item, use a filter. The filter supports fuzzy search and search by object types.

Pro: To quickly select the type of object, use the button to the right of the search box.

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.

Context menu

uContext - Context Menu

Click the right mouse button in Scene View or CTRL + SPACE (OSX: CMD + SPACE) shortcut in any window to open the context menu for selected GameObject.

Use CTRL + right mouse button (OSX: CMD + 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.

Windows

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.

Right-click on an item to open the context menu for the item.

Click to open a popup window.

uContext - 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 drag the window by pulling the title bar.

You can close it by clicking Close button or by pressing ESC.

Tab

CTRL + Click to open the window as a tab.

uContext - Tabs

Tabs can be combined into your own unique window.

Utility

SHIFT + Click to open the window as a utility.

uContext - Utility Window

This window can be closed by pressing ESC.

Favorite Windows

You can add the most frequently used Unity Editor windows or third-party asset windows to your favorite windows list, and quickly open them using the context menu or the toolbar button.

Pro: You can also open your favorite windows from the context menu.

uContext - Favorite Windows

Favorite windows always open as tabs.

To change the list of windows, click Edit in the context menu or in the toolbar section.

uContext - Favorite Windows Editor

You can add, remove, sort and rename windows. To add a new window, click the "+" button and click on the window you want to add.

Important: some windows from third-party assets require context when opened. Here windows are opened without context, which can lead to incorrect window operation. Keep this in mind when adding windows that cannot be opened from the main menu.

Components

uContext - Components

If GameObject is selected, a list of its components will be shown, each of which can be opened in a separate window. Left-click on the component button to open the component in a separate window. Right-click on the component button to display the context menu for the component.

If the component inherits from Behavior, Renderer, or Collider classes, you can quickly enable or disable the component using the checkbox on the left.

You can drag and drop components into other windows (for example, bookmarks).

uContext - Component Window

The component will be displayed as if it were part of the Inspector and supports the Custom Editor, including editor frameworks like Odin - Inspector and Serializer. 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.

Pro: Debug Mode - instead of component editor, shows serialized fields of the component. You can filter fields by name. The filter supports fuzzy search.

To select GameObject left-click on its name. Drag on the component name or GameObject name to start dragging it to other windows. Right-click on the name of GameObject to open the context menu for GameObject. Right-click on the component name to open the context menu for the 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.

uContext - Breadcrumbs

Displays the name of the selected GameObject or the number of selected GameObjects (if multiple). When you hover on a GameObject name, the full path in the hierarchy will be shown. By pressing the left mouse button highlights GameObject in the hierarchy. Left-click and drag the name to start dragging the selected GameObjects to other windows. Right-click on the name of GameObject to open the context menu for GameObject.

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.

Actions

uContext - Actions

Contains actions that can be done for a scene, view or GameObjects.

Some actions are displayed under certain conditions, for example: one or multiple GameObjects is selected, an update is available, etc.

When integrating with third-party assets (for example, Online Maps or Real World Terrain), additional elements can be added in this section.

Align & Distribute

uContext - Align & Distribute

Displayed when more than one GameObjects are selected. Allows you to align or distribute objects along the axes.

Creating Objects

uContext - Creating Objects

Shows a menu of creating objects.

uContext allows you to choose where the object will be created:

History

uContext - History

Available in uContext Pro.

Allows you to open a previously closed scene, restore the previous selection, or a previously closed window.

Replace GameObjects

Available in uContext Pro.

Use Replace action or keyboard shortcut CTRL + SHIFT + H (OSX: CMD + SHIFT + H) to open Create Browser in replace mode.

All selected GameObjects will be replaced to the selected item.

The position, rotation and scale of GameObjects in the scene will remain.

Snapping

uContext - Grid Action

Available in uContext Pro.

This action contains all the basic interactions with grids, such as enable / disable snapping, setting a fixed or custom grid size, copying a grid size from a selection, or aligning selected objects. This action works for Unity Snapping System and ProGrids.

 

Views and Cameras

uContext - Views and Cameras

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.

Distance Tool

uContext - Distance Tool

Allows you to calculate the distance between Transforms, points and the cursor.

Pro: Calculation of distance to cursor and pick a point in the scene is available in uContext Pro.

To open Distance Tool select "Window / Infinity Code / uContext / Distance Tool". Add Transform or points between which you want to calculate the distance, or hover over the object to which you want to calculate the distance.

Pro: To select a point in the scene, press Pick, hover over an object in the scene and press Enter.

Tip: You can drag GameObjects or components into this window to quickly add them to the list.

The distance to the previous object will be displayed under each object in the Distance Tool, and the total distance will be displayed at the bottom of the window. The distance between objects is also displayed in Scene View.

Important: when calculating the distance to the object under the cursor, the distance to the point on the collider of the object is used, not the position of the object.

You can restrict the distance calculation to the desired axes by disabling unnecessary axes using the buttons in the lower right corner of the window.

Editor Icon Browser

uContext - Editor Icon Browser

Allows you to view the built-in textures of Unity Editor.

Select "Window / Infinity Code / uContext / Editor Icon Browser" to open the window.

Click on the line to copy the texture ID.

To export an icon, right-click on a line and select Export.

Recent Scenes

uContext - Recent Scenes

uContext stores a history of closing scenes and allows you to quickly return to a previously closed scene.

Select "File / Open Recent Scene" menu item, or CTRL + SHIFT + O (OSX: CMD + SHIFT + O) to open a window containing previously closed scenes.

uContext - Smart Search

Smart Search combines the search for GameObject and components in the scene, assets in the project and items in the Window menu.

Press CTRL + F (OSX: CMD + F) to show the search window under the cursor.

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.

The search is not case sensitive.

Additional search options:

If all objects are searched, then you can use the "@" prefix to search the scene, and the "#" prefix to search the project.

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 double click on an item, the object in the scene or project will be selected.

Right-clicking on an item displays the context menu for the item under the cursor.

By pressing CTRL + ENTER:

When you press SHIFT + ENTER, GameObject will be selected, and the scene view will be framed on this object.

If MonoScript is selected in the search, pressing CTRL + SHIFT + ENTER will add it to the selected GameObject.

You can drag and drop items from the search to the scene and other windows.

Search for Scripts

Available in uContext Pro.

Press CTRL + SHIFT + T (OSX: CMD + SHIFT + T) to open the search window in the project search mode, with the script filter set.

Toolbar

uContext - Toolbar

Displays actions to the left and right of the Play button.

Restore View

Displayed when a selected GameObject has a saved View State.

Click to restore view.

Timer

54. Timer

Displays the time since the start of the game.

Timescale change

55. Timescale Window

Available in uContext Pro.

Click on the timer, or select the Window / Infinity Code / uContext / Timescale menu item to open the timescale change window. In this window you can set the desired timescale value from 0.0 to 100.0. If the window was opened by clicking on the timer, then it will automatically be closed when the focus is lost.

Windows

uContext - Toolbar Windows

Displays currently open windows, recently closed windows, and favorite windows.

Currently open windows

Click on an item to:

Recently closed windows

Stores up to 20 recently closed windows.

Clicking on an item restores the window to the state it had before closing.

When compiling scripts or entering play mode, the list of recent windows is cleared.

Favorite windows

You can save your favorite windows to quickly open them.

If the window has been recently closed, then it will restore the state before closing. Otherwise, it will open in the default state.

To change the list of windows, click Edit.

uContext - Favorite Windows Editor

You can add, delete, sort and rename windows.

To add a new window, click the "+" button, and click on the window you want to add.

Important: some windows from third-party assets require context when opening. Here windows open without context, which can lead to incorrect window operation. Keep this in mind when adding windows that cannot be opened through the main menu.

GameObject Tools

Add Component by Shortcut

By default, pressing CTRL + SHIFT + A (OSX: CMD + 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: CMD + SHIFT + A), Add Component window will be displayed under the mouse cursor, regardless of whether the inspector is currently visible.

Collections

A collection is a GameObject that has a Collection tag and unites other objects that have a common logical relationship. Usually an empty GameObject is used for this purpose, but Collection has several advantages over this method:

  1. Collections have a specific icon in the hierarchy and you can easily identify it.
  2. You can quickly move objects between collections using the context menu.
  3. Collections can be flatten at runtime.

To create a collection select GameObject / Create Empty Collection. In addition, the collection can be automatically created when the GameObjects are grouped.

Flatten

Add Flatten Collection component (if you created the collection manually). This script can flatten and remove collections at runtime.

Moving objects between collections

uContext - Groups

Right-click the GameObject name in the context menu, Object Toolbar, Component window, and other uContext tools to display the context menu for GameObjects. If you have objects tagged with Group tag, then you can see all the groups in Groups section, and quickly move the selected GameObjects to the group.

Drop To Floor

uContext - Drop To Floor

Press SHIFT + END to drop the selected GameObjects to the floor.

It is required that the selected GameObjects have a renderer, and the GameObject under the selection has a collider.

The selected GameObjects shoot down five rays from the corners and center of the bottom of the renderer's borders. The bottom of the renderer is aligned to the highest point of all rays that have collided.

If all the rays had no collisions, then the object will be aligned as if the rays had a collision at y = 0.

Advanced

uContext - Advanced Drop To Floor

Available in uContext Pro.

Press CTRL SHIFT + END (OSX: CMD + SHIFT + END) to open the Advanced Drop To Floor window.

In this window, you can configure the rules for dropping objects.

Also, in this mode, the selected GameObjects may not have renderers.

Duplicate Tool

uContext - Duplicate Tool

Allows you to quickly fill a line or area with duplicates of selected objects.

Select the Duplicate Tool, move the selected GameObjects in the desired direction to duplicate the objects. Duplicate Tool will show you a preview of how the duplicates will look, and the number of duplicates along the axes. When you have created the desired number of duplicates, simply release the left mouse button to create duplicates, or press ESC to cancel creating duplicates.

When snap to grid is enabled, duplicates will be automatically aligned to the grid. If the grid size is larger than the selection size, you will have indents between objects.

Group GameObjects

Select two or more GameObjects, press CTRL + G (OSX: CMD + G) and enter the name of the new parent GameObject. A new GameObject with the specified name will be created, located in the common parent GameObject (if present), or in the root of the scene. Selected GameObjects will be moved as children of the new parent GameObject, with saving the position in the scene.

Missing Script Fixer

58. Missing Component Fixer

When you have a missing component, uContext will find the best replacement candidate and ask you to replace it. All serialized field values will be preserved. You can also select another script by clicking "Use Other". In this case, uContext will show you all scripts that are even slightly similar to the missing one and the percentage of similarity. Or you can remove the component.

Pivot Tool

59. Pivot Tool

Allows you to move and rotate the current object without affecting child objects. Hold Alt to show guides.

Important: If the current object contains content (such as an Image or Mesh), this will be moved.

Rename by Shortcut

Pressing F2 while the focus is on the Scene View, Inspector, Component Window, or the context menu is open, the rename window for the selected GameObject will open. Enter a new name and press OK or ENTER to rename the selected GameObject.

Mass Rename

Available in uContext Pro.

Press F2 while multiple GameObjects are selected will open the mass rename window.

Mass rename supports tokens: {C} – counter with step 1. Will be replaced with a number from 1 to N, where N is the number of selected GameObjects. {S} – the sibling index of the object in the scene or parent GameObject. {X:Y} – substring, where X is the character number of the beginning of the substring (starting from 0) and Y is the number of characters. X and / or Y can be omitted. If X is omitted, 0 will be used. If X is negative, the substring will start with |X| character from the end of the line. If Y is omitted, the remaining number of characters will be used (Length subtract |X|). If Y is negative, the remaining number of characters will be used subtract |Y| last characters.

Example: You have "Cube 01" and "Sphere 02" and you want to move the number in front of the name, use the following expression: {-2:} {:-3}. This expression means: two characters from the end of the line + space (between brackets) + all characters except the last three.

Rotate by Shortcut

uContext - Rotate By Shortcut

Available in uContext Pro.

Allows you to quickly rotate selected GameObjects 90 degrees along the axes. With the cursor over Scene View, press CTRL + SHIFT + KEY (OSX: CMD + SHIFT + KEY) to rotate objects: LEFT / RIGHT ARROWS - rotates the selected objects along the Y axis. UP / DOWN ARROWS - rotates the selected objects along the axis perpendicular to Scene View camera (from myself / to myself). PAGE UP / PAGE DOWN - rotates the selected objects along the axis parallel to Scene View camera (tilt left / right).

Select Prefab Instances

Select one or more prefabs in the scene, all instances of which you want to select. Click Edit / Select Prefab Instances to select all instances of the selected prefabs.

Selection History

uContext saves the history of object selections in the scene and in the project.

Press CTRL + SHIFT + Comma (OSX: CMD + SHIFT + Comma) to restore the previous selection.

uContext stores up to 20 history entries.

If you restored the selection one or more times, then press CTRL + SHIFT + Period (OSX: CMD + SHIFT + Period) to go to the next selection entry.

In addition, you can switch between the selection entries using the context menu:

Open the context menu, select Selection History action and select the selection entry that you need.

Important: when you start a scene or recompile scripts, the selection history is reset.

Ungroup GameObjects

Select one or more GameObjects and press CTRL + ALT + G (OSX: CMD + ALT + G).

All child GameObjects will be moved one level higher, and the selected GameObjects will be deleted.

Hierarchy Tools

Backgrounds

56. Hierarchy Backgrounds

To set the background for a row in the hierarchy and its children, right-click on GameObject icon and select the desired background color. If you want the background to be only for the current row, set Recursive - OFF.

Best Icons For GameObject

uContext - Best Component Icons

Instead of the GameObject icon (to the left of the name), it displays the icon of the best component that this GameObject contains. If GameObject is a prefab, then the prefab icon will still be displayed. If GameObject has a group tag and only the transform component, the group icon will be displayed.

Components In Hierarchy

uContext - Hierarchy

Available in uContext Pro.

Hover over a line in Hierarchy window holding CTRL (OSX: CMD) to display all the icons of all the components on GameObject under the cursor. Click on the component icon to open it in a tab window. Right-click to open the context menu for the component. When GameObject contains up to 6 components, "..." button will be displayed, allowing you to add a component or add GameObject to your bookmarks.

When GameObject contains more than 6 components, "+X" button will be displayed, where X is the number of remaining components. When you click on this button, you will see the remaining components, the button to add the component and the button to add the GameObject to bookmarks.

If for the component the default icon for C# scripts should be displayed, then instead of it you will see the component name in Photoshop style (up to 4 characters), for example, "Om" will be displayed for the component Online Maps.

If the components have the same prefix, in the settings you can specify a list of prefixes for removal. For example, you have scripts Online Maps and Online Maps Tile Set Control, when specifying the prefix Online Maps, for the first component "Om" will be displayed, for the second "Tsc".

Display errors and exceptions

Available in uContext Pro.

When a component has an error or exception in the console, an error icon will be displayed in the corresponding line of the Hierarchy window. When you hover over the icon in edit mode, the error text will be displayed. When you click on the icon, the script will be opened on the line in which the error or exception occurred.

Enable/Disable GameObjects

uContext - Enable/Disable using Hierarchy

Hover over GameObject you want to disable / enable and click on the checkbox in front of GameObject name.

Headers

uContext - Hierarchy Header

Headers allow you to separate and structure objects in the scene. For a GameObject to display as a header, its name must start with "--" (two minus).

To quickly create a header, select GameObject / Create Header. This will create a new header above the selected object.

You can customize the background and text colors, and text alignment and style in the settings.

Highlight GameObject In Scene View

Available in uContext Pro. Hover over a line in Hierarchy window holding CTRL (OSX: CMD) highlight GameObject under the cursor in Scene View.

Row Settings

56. Hierarchy Backgrounds

To quickly change GameObject icon and/or background, right-click on the GameObject icon in the hierarchy. In the window that opens, select the icon and/or background. To use a texture as an icon click Other and select a texture in the project.

Solo Visibility

uContext - Solo Visibility

Right-click the eye in front of GameObject name in the hierarchy to hide all other objects except the current one. Right-click again to show all objects.

Tree

57. Hierarchy Tree

Draws tree lines to improve the readability of the hierarchy. The line color uses the background color of the parent objects, even if they are not marked as recursive.

Inspector Tools

Drag From Object Fields

When the object field contains a value, drag with the left mouse button to start dragging the object.

Unfortunately, this does not work in all cases yet, but only when the field is drawn using PropertyField method. In future versions of the asset, we will try to make dragging work for all fields, no matter how it is drawn.

Inspector Bar

uContext - Inspector Bar

Displays all the components of the GameObject, and allows you to show one or few components while hiding the rest.

Left-click on a component to show it in solo mode (hide other components). Left-click on a component again to show all components. Press CTRL (or SHIFT) + left mouse button to toggle the component's visibility (show if hidden, hide if visible). Drag the icon to start dragging the component. Right-click a component to display the component's context menu.

Expand / Collapse

Available in uContext Pro.

Click the collapse / expand button (the leftmost button) to collapse or expand all components.

Nested Editors

53. Nested Editors

Available in uContext Pro.

When Object Field has a value, a button will be displayed to its left to open its editor in a window.

Important: in the current version, this only works for fields drawn using PropertyField method only. In other cases, the button to display the nested editor may not appear, or the nested editor may be displayed at the end of the current editor. We will try to improve this in future releases.

Object Field Selector

61. Object Field Selector

Available in uContext Pro.

Right-click on the dot on the right side of the field that accepts a Component or Scriptable Object to find and display matching objects. If there is only one matching element for a field, it will automatically be set to that field.

Navigation Tools

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: CMD + MINUS / EQUALS) - performs zoom in / out 30 times faster.

CTRL + SHIFT + MINUS / EQUALS (OSX: CMD + SHIFT + MINUS / EQUALS) - performs zoom in / out 150 times faster.

Frame Selected Bounds

By default, in Unity Editor press F to Frame Selection. But this tool does not always work correctly and predictably, for example, when Tool Handle Position is Pivot, or when GameObject contains a ParticleSystemRenderer or TrailRenderer. uContext adds an alternate mode for this tool, which is more stable and predictable. Press SHIFT + F to Frame selection based on bounds.

Jump To Point

To quickly jump to the point under the cursor press SHIFT + middle mouse button. Scene View the camera will be positioned at the point under the cursor, but the height of the person's eyes.

Pro: To use high jump to point press CTRL + SHIFT + middle mouse button (OSX: CMD + SHIFT + middle mouse button). Scene View the camera will be positioned at the point under the cursor, at a height of 20 meters.

Jump to point and high jump to point have alternate modes (disabled by default) for devices that do not have a middle mouse button. To use this enable Alternative Jump Shortcuts in uContext settings. Hover over the desired location and press SHIFT twice for jump to point, or CTRL (OSX: CMD) + press SHIFT twice for high jump to point.

Quick Preview

Hold CTRL + SHIFT + Q (OSX: CMD + SHIFT + Q) in Scene View to display the image from Cameras and View States in Scene View.

The image will be hidden when you release any of the keys.

Important: The view states will not contain UI elements.

To switch between view items, use the mouse wheel.

Pro: when Quick Preview active, press F to set the view from the displayed camera or View State.

You can choose which cameras and View States will be used in Quick Preview using View Gallery.

uContext - View Gallery

To open View Gallery use CTRL + SHIFT + G (OSX: CMD + SHIFT + G), or "Context menu / Views and Cameras / View States / Gallery", or "Window / Infinity Code / uContext / View Gallery".

View Gallery displays images from all cameras and images from all View States.

Pro: Displaying images from cameras available uContext Pro.

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.

Use the checkbox in the upper right corner of the image to enable or disable the use of the camera or View State in Quick Preview.

View State In Scene View

uContext - View State In Scene View

Available in uContext Pro.

Hold ALT and Scene View will display all View States and cameras you have in the scene, and the distance from Scene View camera to it.

Click on the icon to quickly restore a view from an item.

View State for Selection

Available in uContext Pro.

When one GameObject is selected, press CTRL + Slash (OSX: CMD + Slash), and uContext will save the View State for the current selection.

When a selected GameObject has a saved View State, you will see an icon on the Toolbar to the left of the Play button.

To restore View State, press CTRL + SHIFT + Slash (OSX: CMD + SHIFT + Slash), or the icon on the Toolbar.

Scene View Tools

Custom Tool Switcher

When any tool is selected other than the custom tool, press U to select the last custom one. When a custom tool is selected, press U to select the next custom tool. This also works for custom tools added by third party assets.

Highlighter

uContext - Highlighter

Available in uContext Pro.

When you hover over a GameObject in a Hierarchy while holding CTRL (OSX: CMD), the GameObject under the cursor will be highlighted in the Scene View. In addition, all highlighted GameObjects will be marked in red in the Hierarchy.

GameObjects that have Renderer or RectTransform components will be highlighted in color in the scene. If the GameObject does not have these components, then the arrow.

Highlighter has deep integration with Waila. Read more about this in the Waila section.

Note: GameObject highlighting does not work when using Scriptable Render Pipeline. We are working on the implementation of highlighting for SRP.

Object Placer

uContext - Object Placer

Object Placer allows you to easily and quickly create objects in the scene.

Hover over where you want to create the object and press CTRL + SHIFT + Right Click (OSX: CMD + SHIFT + Right Click), to open Create Browser.

Create Browser combines the points of creating objects from Hierarchy / Create, prefabs and models in the project. If the folder in the project path has only one subfolder, and does not contain prefabs and models, then such internal and internal folders will be combined into one element, for example, all your prefabs are located in the Assets / Prefabs / Models / Creatures folder. The folders will be combined into one item "Prefabs/.../Creatures" instead of three subfolders.

Pro: Object Placer also displays prefabs that are bookmarked.

Use the filter to quickly find an item. The filter supports fuzzy search.

Note: If in your project elements are filtered very slowly, turn off the generation of previews in the settings. For a more detailed description of the problem, see Known Issues section.

Hover over the prefab or model line to see a preview of it. Hold CTRL to lock a line. When the line locked, you can rotate the preview using the left mouse button.

Left-click on the item you want to create. The object will be created in the scene under the mouse cursor.

If any GameObject is already under the cursor, a new GameObject will be created as a sibling of the GameObject. To create an object in the root of the scene, hold CTRL or CMD. You can change these behaviors in the settings.

If there was an object under the cursor, then a new one will be created at a point on the object, and aligned to the side of the object. In other words, if you create an object on the floor, then the bottom of the new object will be on the floor. If you are creating an object on a wall, the back of the object will be on the wall.

uContext - Create Browser Alignment

By default, newly created objects align with the boundaries of the reference object. This means, for example, that the new cube will be located on the plane, and not intersect with it. If you do not need this behavior, hold SHIFT while selecting an item.

If snapping to grid is enabled, the generated object will automatically snap to the grid.

Tip: Add the prefabs that you plan to work with right now to your bookmarks, and they will be displayed in a separate Create Browser section. This will simplify the search for objects, and you can create objects at the speed of lightning.

Object Placer supports the creation of UI elements.

When you open Create Browser over a GameObject containing a Rect Transform, Create Browser will correctly position new elements on Canvas. If the canvas does not exist in the scene, it will be created.

When you create a camera, a duplicate Audio Listener will be automatically deleted.

If you want to hide specific folders from the Prefabs section, you can add them to the blacklist in the uContext settings.

Object Toolbar

uContext - Object Toolbar

Floating toolbar that displays in Scene View the name of the selected object and all object editors.

If an object in a project that contains an importer is selected, importer icon will be displayed.

If GameObject is selected, all the components it contains will be shown.

When a component should display a default icon for C# scripts, then instead of it you will see the component name in Photoshop style (up to 4 characters), for example, for Online Maps component, "Om" will be displayed.

Click on a component's icon to open that component in a window. You can quickly switch between components using the hotkeys ALT + [N], where [N] is the component number to the left from 1 to 9.

Note: If your Scene View is not docked in the layout, the components will not be displayed. They are actually displayed, but behind Scene View. To fix the problem, dock Scene View to layout.

Click on the header to open the object settings. Drag the header to start dragging the selected object. To open the context menu for an object, right-click on the header. To open the context menu for a component, right-click on the component's icon.

You can drag and align the toolbar to any side of Scene View by dragging header with the left mouse button while holding CTRL (OSX: CMD).

If you want to temporarily collapse the Object Toolbar, click the down button. In collapsed mode, the Object Toolbar will only show the name of the selected object.

Pro: The most useful component will be automatically opened when object is selected.

uContext - Related Components

Available in uContext Pro.

Often times, components on a selected GameObject have a logical relationship with components on another (child or parent) GameObject. For example, when customizing UI Button, you will most likely want to change the text that is on the child GameObject. By default, you first need to select the child GameObject, change the text, and then return to Button GameObject to continue customizing the components. uContext simplifies that and displays related components on the current GameObject.

Related component buttons are orange.

Quick Access Bar

A bar displayed on the left side of the Scene View, displaying the items you need quick access to.

To perform an item action, left-click on it. To edit the list of items, right-click and select Edit from the context menu.

Hover over the right edge of Quick Access Bar to display a green line. Press the left mouse button to collapse the bar. When the bar is collapsed, hover over the left side of Scene View, and when a green line is displayed, click the left mouse button to restore Quick Access Bar.

Items can be of the following types:

Pro: Scriptable Object, Menu Item and Static Method types available in uContext Pro.

Each item must have an icon, tooltip and visibility rule.

Icons can be of the following types:

Visibility rules can be:

You can set top and bottom indent for Quick Access Bar if you need to free space for some other feature. When ProGrids is present in a project and its window is open, Quick Access Bar will indent the top so that assets do not overlap.

Selection Bounds

uContext - Selection Bounds

Hold Caps Lock to display the bounds and sizes of renderers of the selected GameObjects.

Tool Values

uContext - Tool Values

When holding down CTRL (OSX: CMD) or clicking the left mouse button on Handles, displays the values of the selected tool near the handler.

Transform Editor Window

Click on the values to open a window where you can change these values.

uContext - Transform Editor Window

If there are Transform Editor Tools available for the current selection, they will be displayed at the bottom of the window.

Align & Distribute

uContext - Align & Distribute

Available in uContext Pro.

Displayed when two or more GameObjects are selected.

Align - Aligns the selected GameObjects along the axes. If the GameObject has a renderer, then it aligns to the renderer's boundaries. Otherwise, alignment uses the local zero position.

Distribute - distributes the selected GameObjects evenly along the axes. If the GameObject has a renderer, then the size of the bounds is used. Otherwise, the GameObject is considered to be of size zero.

Bounds

uContext - Bounds

Available in uContext Pro.

Displays the bounds and sizes of renderers of the selected GameObjects.

Terrain Editor Brush Size

When Terrain is selected, use CTRL + Mouse wheel (OSX: CMD + Mouse wheel) to change brush size.

When using CTRL + SHIFT + Mouse wheel (OSX: CMD + SHIFT + Mouse wheel), the size of the brush will change 10 times faster.

Waila (What Am I Looking At)

uContext - WAILA

Hold CTRL (OSX: CMD) in Scene View to highlight GameObject under the cursor and display its name.

If Terrain is under the cursor, WAILA will additionally display the position in the scene of the point on the terrain under the cursor.

Pro: Hold CTRL + SHIFT (OSX: CMD + SHIFT) in Scene View to display the names and path in the hierarchy of all GameObjects under the cursor.

uContext - WAILA

Important: By default, CTRL + Click (OSX: CMD + Click) in Scene View adds / removes a GameObject to the current selection. Waila overrides this behavior and CTRL + Click (OSX: CMD + Click) in Scene View only selects the GameObject that Waila shows. To add a GameObject to the current selection, use SHIFT + Click.

Smart Selection

Available in uContext Pro.

Press CTRL + SHIFT + SPACE (OSX: CMD + SHIFT + SPACE) in Scene View to show smart selection.

uContext - Smart Selection

The full paths in the hierarchy of all GameObjects under the cursor will be displayed.

When you hover over an item, it will be highlighted in the scene and Hierarchy.

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. In addition, you can drag and drop items from the Smart Selection.

Interacting with Windows

Maximize Active Window

Pressing SHIFT + Space maximizes Game View. If your game uses this key combination, disable this improvement in uContext settings.

Pressing F11 maximizes any window. Maximization by F11 is automatically disabled when Fullscreen Editor asset in the project.

Switch Between Scene and Game Views

Press CTRL + SHIFT + TAB (OSX: CMD + 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.

When you start a scene with a maximized Scene View, this will automatically switch to a maximized Game View.

Behavior Improvements

Change Value of Numeric Fields

The default behavior is: Pressing the up key places the cursor at the beginning of the line. Pressing the down key places the cursor at the end of the line.

New behavior: When focus is on a numeric field (integer or float) you can quickly change the value using the arrows. Pressing the up arrow increases the value by 1. Pressing the down arrow decreases the value by 1. Hold SHIFT to change the value by 10. Hold CTRL (OSX: CMD) to change the value by 100. This works for all numeric fields in the editor, including the inspector and custom windows.

Drag And Drop from Project to Canvas

Drag and Drop Texture

The default behavior is: Dragging a Texture onto a Canvas is ignored.

New behavior: 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.

New behavior: 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.

New behavior: Dragging a Prefab containing a Rect Transform onto a canvas creates an instance of the Prefab in GameObject under the cursor.

The default behavior is: Enum fields are displayed using the context menu.

New behavior: 60. Enum Field

When Enum field has less than 6 elements, it is displayed using the context menu. When Enum field has 6 or more elements, it is displayed using a custom window with a search box.

Temporary Objects

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.

Temporary objects are marked with EditorOnly tag and are not included in the build.

To create a Temporary Container, select "Window / Infinity Code / uContext / Temporary Object / Create Container".

To delete all temporary objects, select "Window / Infinity Code / uContext / Temporary Object / Destroy Container".

Settings

uContext - Settings

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, but Favorite Windows and Quick Access Bar items are unique for each project.

Export / Import Settings

uContext stores settings in EditorPrefs and they are the same for all projects. If you want to export (import) the settings select File / Export (Import) / Settings.

Export / Import Items

uContext stores bookmarks, favorite windows and quick access bar items in the project. To export (import) them, select File / Export (Import) / Items.

Scene References

uContext stores all references to objects (bookmarks, hierarchy row settings) in the scene in a hidden object. To show it use uContext Settings / Hide Scene References - OFF.

Shortcuts

uContext - Shortcuts

uContext adds a large number of shortcuts to Unity Editor.

Select "Window / Infinity Code / uContext / Shortcuts".

This window contains all shortcuts added by uContext.

You can filter items by action or context.

Important: this window displays the current shortcuts specified in the settings for the enabled features. If the feature is disabled, the shortcuts of this feature will not be displayed.

Integration with third-party assets

Third party assets are not included in the package and must be purchased separately in Asset Store. In most cases, integration is automatically enabled when uContext and another asset are present in the project. If any action is required for the correct integration of assets, this is described in the corresponding section.

Enhanced Hierarchy

https://assetstore.unity.com/packages/tools/utilities/enhanced-hierarchy-2-0-44322

Improves editor workflow by adding commonly used features to the hierarchy window.

When both assets are present in the project, once you will be shown Optimize Settings window. In this window, we are proposing changes to the asset settings so that they work correctly together. Select the required settings and click Apply. After that, when interacting with Hierarchy window without CTRL, you will have Enhanced Hierarchy items. Holding CTRL will display uContext items.

Fullscreen Editor

https://assetstore.unity.com/packages/tools/utilities/fullscreen-editor-69534

Fullscreen Editor helps you test and develop your application in fullscreen without the need to wait for long build times.

Integration with this asset is automatic and seamless. You just need to have both assets in the project.

uContext works with full-screen windows as maximized windows. Depending on the settings, it shows Object Toolbar, additional buttons in Quick Access Bar, and the correct image in Maximize action of the context menu. Clicking on Maximize action while the current window is full screen will restore it to its normal state. If the current window is not full screen, then clicking on Maximize action will maximize that window, and CTRL + click makes it full screen.

Online Maps

https://assetstore.unity.com/packages/tools/integration/online-maps-v3-138509

Online Maps is a universal multi-platform solution for creating 2D and 3D maps in Unity. Fully customizable, incredibly easy to learn and use, and at the same time is one of the most powerful and flexible solutions in the industry.

Integration with Online Maps is enabled automatically. You just need to have Online Maps and uContext in the project.

The integration adds the following actions:

  1. Geocoding - allows you to find a location by address, and show the specified location on the map.
  2. Reverse geocoding - allows you to find out the address of the location under the cursor. The address will be displayed in the console.

These actions are grouped in Online Maps section, which is displayed only in the playmode.

For geocoding and reverse geocoding, ArcGIS Geocoding API is used, which does not require authorization.

ProGrids

https://docs.unity3d.com/Packages/com.unity.progrids@3.0/manual/index.html

Advanced grid and object snapping for the scene view. ProGrids is a dynamically placed grid, available on all 3 axes and at any position in the scene.

Integration with ProGrids is seamless and automatic.

When ProGrids window is displayed, Quick Access Bar will be indented at the top. Object Placer and Duplicate Tool will create objects snapping settings of ProGrids. In Snapping action of the context menu, you can select the grid size for ProGrids.

Real World Terrain

https://assetstore.unity.com/packages/tools/terrain/real-world-terrain-8752

Real World Terrain is a tool for automatically creating high-quality terrains, meshes, Gaia stamps and RAW files based on real-world data with global coverage. Incredibly fast and easy to use, and allows you to create high-quality terrains in a couple of clicks.

Integration with Real World Terrain is enabled automatically. You just need to have Real World Terrain and uContext in the project.

Integration adds to WAILA a display of latitude, longitude, and altitude of the terrain under the cursor.

The integration adds the following actions:

  1. Geocoding - allows you to find a location by address. The location will be converted to Unity World Position, and GameObject will be created in this position, whose name is the full address of the location.
  2. Reverse geocoding - allows you to find out the address of the location under the cursor. The address will be displayed in the console.

These actions are grouped in the section Real World Terrain.

For geocoding and reverse geocoding, ArcGIS Geocoding API is used, which does not require authorization.

Updating Asset

Available in uContext Pro.

We send to Unity Asset Store only stable versions.

uContext Pro has a built-in update system, using which you can download the latest versions of uContext Pro and get early access to all versions and updates.

Important: Always back up the project 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: https://assetstore.unity.com/orders

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 Pro, then select the channel "Stable Previous". Using this channel, you can get 10 previous stable versions.

uContext Pro automatically checks for updates every 24 hours. If the new version is available, you will see an 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.

Troubleshooting

Check Integrity

uContext contains a built-in utility to check if all hidden features of the Unity Editor are in use. Open "Window / Infinity Code / uContext / Check Integrity" and this window will display all the non-public Unity fields, properties and methods that uContext uses in use. If any type, field, property or method is missing, it will be highlighted in red, and at the bottom of the window there will be a button to send a report. When you click on this button, an email will be generated that you can send to us. This email does not contain any private information. It contains only OS, Unity version, uContext version and missing members.

Known Issues

Layout failure and Invalid editor window UnityEditor.FallbackEditorWindow Choose some layout in Window / Layouts. This will restore the layout of the editor and the problem will gone.

Highlighter does not work for GameObjects in the scene when using Scriptable Render Pipeline Scriptable Render Pipeline support is not yet implemented. We are working on implementing this feature.

Black screen in Scene View when using Highlighter This usually happens when using Postprocessing. Unfortunately, we haven't found a way to fix this yet, so disable Highligher or Postprocessing.

Components in Object Toolbar are not displayed when Scene View is not docked in layout They are actually displayed, but behind the Scene View. To fix the problem, dock the Scene View to layout.

Create Browser filters items very slowly Most likely the problem is that previews are generated very slowly on your side. It may be related to HDD, USB device, or you have a very complex prefab or model at the top of the list. To fix the problem, turn off the generation of previews in the settings.

Dragging from Object Field doesn't work Unfortunately, this does not work in all cases yet, but only when the field is drawn using the PropertyField method. In future versions of the asset, we will try to make dragging work for all fields, no matter how it is drawn.

The nested editor button is not displayed, or the nested editor appears at the end of the current one In the current version, this nested editors works for fields drawn using PropertyField method only. In other cases, the button to display the nested editor may not appear, or the nested editor may be displayed at the end of the current editor. We will try to improve this in future releases.

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 (support@infinity-code.com) or forum (http://forum.infinity-code.com). We will try to fix all bugs and release the update as soon as possible.

Support

We provide support using email (support@infinity-code.com) in English and Russian, or using forum (https://forum.infinity-code.com) in English.

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.

Other Infinity Code assets

Huge Texture

Huge Texture

https://assetstore.unity.com/packages/tools/input-management/huge-texture-163576

Huge Texture allows you to import and use textures larger than 8192x8192px.

How it works: When importing a texture, Huge Texture splits the texture into pages and saves it as a Texture Array. Texture Array is combined on the shader side, which does not create extra draw calls and has almost no effect on performance.

Features:

Requirements:

Mesh to Terrain

Mesh to Terrain

https://assetstore.unity.com/packages/tools/terrain/mesh-to-terrain-7271

Mesh to Terrain is a tool for easily and quickly converting a 3D terrain model created in 3ds Max, Terragen or any other editor to Unity Terrains. Mesh to Terrain can convert textures to SplatPrototypes (Terrain Layers), generate terrain from several models and split the model into several terrains.

Features:

Online Maps

Online Maps

https://assetstore.unity.com/packages/tools/integration/online-maps-v3-138509

Online Maps is a universal multi-platform mapping solution for your 2D, 3D, AR / VR and mobile applications and games.

Fully customizable, incredibly easy to learn and use, and at the same time is one of the most powerful and flexible solutions in the industry.

Supports a huge number of services for any mapping needs, and has integration with the best Asset Store assets.

The package contains the complete source code without dependencies, and if you want to add or change some feature, you can easily do it.

Don't have programming experience or don't know C# - Online Maps supports visual scripting using Bolt and Playmaker.

All the features to create any map in Unity in one asset.

Features:

Real World Terrain

Real World Terrain

https://assetstore.unity.com/packages/tools/terrain/real-world-terrain-8752

Real World Terrain is a tool for automatically creating high-quality terrains, meshes, Gaia stamps and RAW files based on real-world data with global coverage. Incredibly fast and easy to use, and allows you to create high-quality terrains in a couple of clicks. In addition, Real World Terrain can create buildings, roads, trees, grass, and rivers based on Open Street Map data. Real World Terrain is incredibly powerful and flexible. It has a powerful Editor API to automate the generation of terrains, and Runtime API positioning objects by coordinates, etc. Real World Terrain has integration with the best assets of the Asset Store, which gives almost unlimited possibilities in the generation of terrains.

Features:

Terrain Quality Manager

Terrain Quality Manager

https://assetstore.unity.com/packages/tools/terrain/terrain-quality-manager-28949

Terrain Quality Manager allows you to change the resolution of Heightmap, Detailmap, Alphamap and Basemap, without losing data. If you need to increase the quality of terrain, or optimize terrain for better performance, with this tool you can do it.

Features:

uPano

uPano

https://assetstore.unity.com/packages/tools/integration/upano-126396

uPano (Unity Panoramic Framework) is a universal solution for displaying dynamic and static panoramas, and creating virtual tours. uPano is very easy to learn and use, and is great for people who do not have programming experience. Visual Tour Maker lets you create virtual tours in minutes. In most usage scenarios, you can make interactive panoramas without creating your own scripts. If you have some very specific purpose, uPano has a powerful and easy-to-use API that will allow you to implement any behavior. Most of the existing types of panoramas are supported: spherical, cylindrical, cubic panoramas on single or six images, cubemap.

Supported platforms: Standalone, iOS, Android (including Google VR), Universal Windows Platform, WebGL. Other platforms have not been tested, but most likely uPano will work well.

Additional features:

Final words

We sincerely hope that you enjoy using uContext. If you have any questions or problems, please contact us. We will try to help you as quickly as possible.

Please don't forget to leave a review on the store page if you liked uContext, this helps us a lot! It is very important for us to have feedback to make our assets better.

Links

Product page: https://infinity-code.com/assets/ucontext Support: support@infinity-code.com Forum: https://forum.infinity-code.com YouTube: https://www.youtube.com/channel/UCxCID3jp7RXKGqiCGpjPuOg Vimeo: https://vimeo.com/infinitycode Twitter: https://twitter.com/InfinityCodeCom