Documentation for Ultimate Editor Enhancer v4.2
IntroductionDescriptionBefore you startTeam WorkMigrate from uContextMigrate from Ultimate Editor Enhancer TrialFuzzy searchStandalone ToolsAutosaveBookmarksContext menuWindowsPopup windowTabUtilityFavorite WindowsComponentsBreadcrumbsActionsAlign & DistributeCreating ObjectsHistoryReplace GameObjectsSnappingViews and CamerasDistance ToolEditor Icon BrowserRecent ScenesScene BackupsSmart SearchSearch by FolderSearch for ScriptsToolbarRestore ViewTimerTimescale changeStepperWindowsCurrently Open WindowsRecently Closed WindowsFavorite WindowsMini LayoutsGameObject ToolsAdd Component by ShortcutCollectionsFlattenMoving objects between collectionsCustom Pivot Rotation ToolDrop To FloorAdvancedDuplicate ToolGroup GameObjectsMove To PointPivot ToolRename by ShortcutMass RenameRotate by ShortcutSelect Prefab InstancesSelection HistoryUngroup GameObjectsHierarchy ToolsBackgroundsBest Icons For GameObjectBookmarks in HierarchyComponents In HierarchyCreate GameObject By Drop ScriptDisplay Errors and ExceptionsEnable/Disable GameObjectsFilter By TypeHeadersHighlight GameObject In Scene ViewOdd-EvenRow SettingsSolo PickabilitySolo VisibilitySort Child GameObjectsTreeInspector ToolsAlign And Distribute in Transform EditorBookmark GameObjectComponent Header ButtonsBookmarksCamera - Align WithCopy - PasteDetect Bounds of Box ColliderMove Component Above / Below Other ComponentSaving Components at RuntimeSave Component When Exiting Play ModeSaving Single FieldTransform in World SpaceComponent To JSONDrag From Object FieldsEmpty InspectorHide Empty Help ButtonHide Preset ButtonInspector BarMissing Script FixerNested EditorsNotesNote ManagerObject Field SelectorPlay Clips in AnimatorSearch By Serialized FieldsNavigation ToolsFast Zoom In / Out by ShortcutFrame Selected BoundsJump To PointQuick PreviewView GalleryView State In Scene ViewView State for SelectionProject ToolsContext ActionsCreate Custom Editor For MonoBehaviourCreate FolderCreate Folder by ShortcutCreate MaterialCreate Material From ShaderCreate Material From TextureCreate ScriptCustom TemplatesCreate ShaderPlay AudioClipFile ExtensionsFolder IconsOdd-EvenScene View ToolsCustom Tool SwitcherHighlighterObject PlacerObject ToolbarRelated ComponentsQuick Access BarSelection BoundsSelection As OneTool ValuesTransform Editor WindowAlign & DistributeBoundsTerrain Editor Brush SizeWaila (What Am I Looking At)Smart SelectionInteracting with WindowsMaximize Active WindowSwitch Between Scene and Game ViewsUnsafe FeaturesChange Value of Numeric FieldsCollapse Children in Tree ViewEnum Field SearchFrame All Points of Curve EditorList of Values in Curve EditorLong Text FieldsOther Unsafe FeaturesBehavior ImprovementsDrag And Drop from Project to CanvasDrag and Drop TextureDrag and Drop SpriteDrag and Drop a Prefab containing a Rect TransformDrag And Drop to TabDrag and Drop to Unity Event fieldMove Light TargetTemporary ObjectsSettingsExport / Import SettingsExport / Import ItemsSettings to Local FileScene ReferencesSetting up gitignore and collabignoreShortcutsIntegration with third-party assetsEnhanced HierarchyFullscreen EditorProGridsUpdating AssetTroubleshootingCheck IntegrityKnown IssuesYour problem is not listedSupportOther Infinity Code assetsHuge TextureMesh to TerrainOnline MapsProject Context ActionsReal World TerrainRun Desired SceneSmart GalleryTerrain Quality ManagerTiny TerrainTree TooluPanoValue ObserverFinal wordsLinks
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Ultimate Editor Enhancer is productivity 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.
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.
Ultimate Editor Enhancer uses the undocumented features of Unity Editor, Reflection and overrides some built-in editor methods. 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.
Ultimate Editor Enhancer only supports stable versions of Unity Editor. Support for alpha, beta and release candidate versions of Unity Editor we will implement by request.
Warning: Unsafe features will not work on Apple M architecture and turn off automatically. https://github.com/pardeike/harmony/issues/424
OK, you have imported the asset and are ready to start. Wait a second and save your layout. Ultimate Editor Enhancer 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.
Additionally, we recommend that you set up gitignore and/or collabignore to exclude settings or the entire asset from your version control system.
If you are working in a team it is important to set up your version control system correctly so that all team members do not overwrite each other's settings and items. Be sure to exclude Ultimate Editor Enhancer Settings and SceneBackups folders from the version control system. If you want all team members to use the same asset settings, move the settings to a local file.
Ultimate Editor Enhancer is not compatible with uContext, but is upgradable. When you have uContext and Ultimate Editor Enhancer in your project, Migration Window will open. Follow the instructions in the window to update settings and references correctly.
Delete "Assets / Plugins / Infinity Code / Ultimate Editor Enhancer" folder, but leave Ultimate Editor Enhancer Settings folder to keep the settings. Import the asset using Package Manager.
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 with support of CamelHumps.
CamelHumps is a feature that identifies parts of compound names composed according to CamelCase, where each part starts with a capital letter, or when parts of a compound name are separated by underscores. You can type only initial letters of these parts, and Ultimate Editor Enhancer will find items with matching names automatically.
For example, to find an item named "Hello World", you can enter: - hw: Hello World. - hello: Hello World. - hewo: Hello World.
Ultimate Editor Enhancer automatically saves open scenes and editable assets:
Autosave can work with the same file (default) or in a separate file (SCENE_NAME_autosave).
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 "Tools / Ultimate Editor Enhancer / Bookmarks". Tip: Use the key combination again to hide the bookmarks window.
To add a new item to bookmarks, drag and drop it to the bookmarks window. When adding, project items are sorted first by folder then by name.
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. To quickly select the type of object, use the button to the right of the search box. You can filter project bookmarks by Asset Label.
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, Ultimate Editor Enhancer 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.
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.
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.
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.
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.
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.
You can also open your favorite windows from the context menu.
Favorite windows always open as tabs.
To change the list of windows, click Edit in the context menu or in the toolbar section.
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.
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. If the component is hidden in the inspector, an eye icon will be displayed to the left of the name, clicking on which will show it.
You can drag and drop components into other windows (for example, bookmarks).
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. 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), Ultimate Editor Enhancer 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 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.
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.
Displayed when more than one GameObjects are selected. Allows you to align or distribute objects along the axes.
Shows a menu of creating objects.
Ultimate Editor Enhancer allows you to choose where the object will be created:
Allows you to open a previously closed scene, restore the previous selection, or a previously closed window.
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.
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.
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.
Allows you to calculate the distance between Transforms, points and the cursor.
To open Distance Tool select "Tools / Ultimate Editor Enhancer / 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. 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.
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. Hold V to select a vertex.
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.
Allows you to view the built-in textures of Unity Editor.
Select "Tools / Ultimate Editor Enhancer / 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.
Ultimate Editor Enhancer 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.
Press ENTER, click on the open button or double click on the line to open the scene. To open the scene in additive mode, right-click on the line. You can drag scenes from this window to other windows such as Build Settings.
Click the bookmark button in front of Remove button to quickly add or remove a scene from bookmarks.
Ultimate Editor Enhancer backs up open scenes 24 hours. The backup interval can be changed in the settings. If the interval is set to 0 hours, a backup copy will be made at each save.
To restore a scene backup, select Tools / Ultimate Editor Enhancer / Scene Backups in the menu. A window containing all scene backups will open. Expand the row of the desired scene and select the backup time. When you click on a time, Ultimate Editor Enhancer will ask you what you want to do:
If a scene has backup copies, but it is missing in the project (deleted), there will be a mark (missing) in the line with the scene name.
Smart Search combines the search for GameObject and components in the scene, assets in the project and items in Tools and 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.
When you want to isolate the search context to a specific folder, right-click on it in the Project window and select Search By Folder.
Press CTRL + SHIFT + T (OSX: CMD + SHIFT + T) to open the search window in the project search mode, with the script filter set.
Displays actions to the left and right of the Play button.
Displayed when a selected GameObject has a saved View State.
Click to restore view.
Displays the time since the start of the game. By default, the timer is disabled. To enable it, right-click on the timer icon, and select Timer.
Click on the timer, or select "Tools / Ultimate Editor Enhancer / 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.
When you need to play a scene step by step, you can use the Stepper instead of manually pressing the Step button. This automatically takes steps at specified intervals.
Displays currently open windows, recently closed windows, favorite windows and mini layouts.
Click on an item to:
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.
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.
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. Favorite Windows opens windows without context, which can cause the window to work incorrectly. Keep this in mind when adding windows that cannot be opened through the main menu.
Mini Layout is one or more floating docked windows. You can save and load your own window combinations.
To change the list of windows, click Edit.
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. Mini Layouts opens windows without context, which can cause the window to work incorrectly. Keep this in mind when adding windows that cannot be opened through the main menu.
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).
Ultimate Editor Enhancer 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.
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:
To create a collection select GameObject / Create Empty Collection. In addition, the collection can be automatically created when the GameObjects are grouped.
Add Flatten Collection component (if you created the collection manually). This script can flatten and remove collections at runtime.
Right-click the GameObject name in the context menu, Object Toolbar, Component window, and other Ultimate Editor Enhancer 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.
Allows you to rotate GameObjects around a custom pivot, without changing the main pivot.
Use the Move Handle to move the pivot to the desired point. Use the Rotation Handle to rotate GameObjects. To set the pivot to a vertex, hold down V and click on the vertex.
If the selected GameObjects contain a Mesh Renderer component, a warning will be shown with a button to create the wrapper.
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. If the selected GameObject does not have a renderer, the renderers of child GameObjects will be used.
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.
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.
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.
Note: The number of duplicates is limited (1000 by default). If necessary, you can increase this limit in the settings.
Select one 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.
If only one GameObject was grouped, will be suggested name - {ORIGINAL NAME} Container.
In Parent field, you can specify GameObject that will be the parent of the group.
You can specify the position of the group:
If the group should be a collection, enable the corresponding flag.
This feature allows you to quickly move selected objects to a desired point in the scene. You can select one or multiple objects, point to the desired location and press the "C" key to activate this feature. The object(s) will then move to the specified location.
Allows you to move and rotate the current object without affecting child objects. Important: If the current object contains content (such as an Image or Mesh), this will be moved.
Hold Alt to show guides.
To set a pivot based on a vertex, hold V, hover over the vertex, and click the left mouse button.
To set the orientation based on two vertices, hold SHIFT, hover and left-click on the first vertex, then the second vertex, and select the axis. Important: The order of the vertices matters. If you got the direction upside down, repeat the steps by selecting the second vertex first.
To set the pivot to the center of the GameObject use the Alt + C key combination.
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.
Press F2 while multiple GameObjects are selected will open the mass rename window. In Preview field you can see what the new name of the first GameObject will look like.
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. {C:N} – counter with the specified initial value. {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.
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 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.
Ultimate Editor Enhancer 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.
Ultimate Editor Enhancer 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.
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. If GameObject is a prefab instance, it will be unpacked and then ungrouped.
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.
In the settings, you can specify rules for backgrounds to automate the markup of the hierarchy.
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.
On the hovered line, the add to bookmarks button will be displayed. If GameObject is already bookmarked, it will always display a bookmarked icon, clicking on which will remove GameObject from bookmarks. Right clicking on the bookmarks icon will open the bookmarks window.
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. Middle-click to disable/enable the component.
When GameObject contains up to 6 components, "..." button will be displayed, allowing you:
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".
Drag and drop the script from the Project window to an empty space of the Hierarchy window to create a new empty GameObject and add the script to it. Important: The script must inherit from MonoBehaviour. Tip: If you don't have an empty space in the Hierarchy window, you can drop the script on the scroll bar.
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.
Hover over GameObject you want to disable / enable and click on the checkbox in front of GameObject name. Also, you can middle-click on a row to toggle GameObject's enable state.
* This is an unsafe feature and is not available on the Apple M.
Allows you to select the object type from a drop-down list, instead of entering it manually. This list contains all the components in the scene, including user scripts.
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 create multiple heading rules, and customize the background and text colors, and text alignment and style in the settings.
Hover over a line in Hierarchy window holding CTRL (OSX: CMD) highlight GameObject under the cursor in Scene View.
Adds odd-even highlighting for hierarchy rows.
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.
Right-click the hand in front of GameObject name in the hierarchy to lock the pick of all other objects except the current one. Right-click again to unlock the pick of all objects.
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.
When GameObjects have more than one child, click the "..." button and select "Sort By Name" to sort the children by name.
Important: If the GameObject name has numbers in it, they are sorted as numbers instead of a charcode. For example Box9 will be above Box10.
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. Also, the colors of the standard icons will be used for the line colors.
Tree has a few additional features:
* This is an unsafe feature and is not available on the Apple M.
When multiple GameObjects are selected, a block displays in Transform Editor to align and distribute GameObjects along the axes.
Adds the GameObject to bookmarks or removes it if it is already bookmarked. Right-click to open the Bookmarks window.
* This is an unsafe feature and is not available on the Apple M.
Allows quickly add a component to bookmarks or remove a component from bookmarks. Right-click to open the Bookmarks window.
In most cases, GameObject / Frame Selected, Move To View, Align With View, Align View To Selected features are used for the camera, so Ultimate Editor Enhancer adds these actions to the Camera Component header for quick access.
Allows you to copy, paste, insert as new, export and import a component.
Detects the bounds of Box Collider based on internal Renderers.
Allows you to move a component above or below the specified component. Note: Transform and Rect Transform components cannot be moved, and no other component can be placed above these components.
In play mode, the component's header will display a button to save the state of the component. This button will be missing for components that were not in edit mode and prefabs. Click this button to save the current state of the component. When exit play mode, the saved state will be restored.
You can also save the component through the context menu of the component.
In Play Mode, open the context menu of the component and select Save Component On Exit Play Mode. When exiting Play Mode, the component value will be saved.
In play mode, right-click the field label to open the context menu, and select Save Field Value. When exit play mode, the saved state will be restored.
Displays and allows you to change the position, rotation and scale in the world space.
If the current or child objects contain Renderers, you can switch to World Size. In this mode, you can specify the exact size of the object in world units.
Note: This feature will only be available if the default Transform Editor is used.
Open the context menu of the component and select Advanced Copy and Paste. You can copy the component as json string to the clipboard, export the component as a json file, paste the component from a json string on the clipboard, and import the component from a json file. This is very useful when you want to transfer component settings between projects, or back up a component.
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.
When nothing is selected, displays links to settings and Window menu items.
By default, it contains Ultimate Editor Enhancer tools, project settings, packages, and items from Window menu. If necessary, you can change the list of items in the settings.
When you have imported an asset or package that adds items to the Window menu you need to re-import the items using the button in the settings.
* This is an unsafe feature and is not available on the Apple M.
Hides the help button for components that do not have the specified help link. For built-in Unity components and scripts that have HelpURLAttribute the button will be shown.
* This is an unsafe feature and is not available on the Apple M.
Disabled by default. Allows you to hide the Prefab button in the component's header.
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. Middle-click to disable/enable the component.
You can click the collapse / expand button (the leftmost button) to quickly collapse or expand all components on GameObject.
When the GameObject is part of a prefab instance, a button will be displayed to open the prefab. Unlike the Open Prefab button in the inspector's header, which is only shown on the root object, this button is shown on all prefab objects.
When a new version of Ultimate Editor Enhancer is available through the built-in update system, a notification icon will be displayed in front of the help.
When you have a missing component, Ultimate Editor Enhancer 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, Ultimate Editor Enhancer will show you all scripts that are even slightly similar to the missing one and the percentage of similarity. Or you can manually select the correct component or remove the current component.
When an object's field has a value, a button will be displayed to the right or left (depending on settings) of it to open its editor in a window.
In the settings, you can disable the display of this feature in Reorderable List. Alternatively, you can disable Nested Editor for a field using DisallowNestedEditor attribute, but please note that this will not work for nested types.
For any GameObject in the scene and Prefab in the project, you can add a note. Click on Add Note button and a text field for the note will be displayed. Enter any value and it will be automatically saved. The notes are stored in the References file in the project. Right-click to open Note Manager.
If a GameObject has a note, it will also be displayed in the hierarchy. Click to open Note Manager.
Displays all notes in open scenes. You can edit notes, copy text, select GameObject that contains a note, and delete a note.
You can filter notes by GameObject name. The filter supports Fuzzy Search.
* This is an unsafe feature and is not available on the Apple M.
Right-click on the dot on the right side of the field that accepts GameObject, 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.
* This is an unsafe feature and is not available on the Apple M.
In edit mode, a Clips section is added at the end of the Animator component, displaying all the clips present in the Controller.
Click on Play to play the clip in edit mode. Playback is looped and will be stopped when Stop is clicked, or when another GameObject is selected. When a clip is playing, you can pause it and control it frame by frame.
Click on Select to select the clip object.
Note: This feature will only be available if the default Animator Editor is used.
Searches for serialized fields of all components on the current GameObject by the displayed field name. Supports fuzzy search.
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.
Ultimate Editor Enhancer 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.
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. Ultimate Editor Enhancer adds an alternate mode for this tool, which is more stable and predictable. Press SHIFT + F to Frame selection based on bounds.
If selected GameObject containing Rect Transform component, 2D mode will automatically be enabled. Otherwise, 2D mode will be automatically disabled.
Video: https://www.youtube.com/embed/PK9BQxp01yo
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.
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 Ultimate Editor Enhancer 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.
Hold CTRL + 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. 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.
To open View Gallery use CTRL + SHIFT + G (OSX: CMD + SHIFT + G), or "Context menu / Views and Cameras / View States / Gallery", or "Tools / Ultimate Editor Enhancer / View Gallery".
View Gallery 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. 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.
If View Gallery was opened using Quick Access Bar, it will automatically close when an item is selected.
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.
When one GameObject is selected, press CTRL + Slash (OSX: CMD + Slash), and Ultimate Editor Enhancer 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.
Context actions are displayed when you hover over a row or cell in the project that matches certain criteria.
Hover over a row or cell in a project that contains a script inherited from MonoBehaviour to display a button to quickly create a Custom Editor for that script.
When hovering over a folder item in a project, it shows a button to create a subfolder. When you use One Column Layout, the button is shown at the end of the row. When you use Two Column Layout, the button is shown in the top right corner of the folder icon.
Right-click to select one of the standard folder names.
Select any item in the project and press F7 to create a folder. If the selected item is a folder, a child folder will be created. Otherwise, a new folder will be created in the folder containing the selected item.
Hover over the Materials folder (or any subfolder) in the project to display the Create Material button. Click on it and a new material will be created in this folder.
Hover over a Shader or ShaderGraph to show the material creation button. Click it to create a new material with the selected shader.
Click the button to create a material with Standard shader and set the texture to Albedo.
Hover over the Scripts folder (or any subfolder) in the project to display the Create Script button. Click it and a new MonoBehaviour will be created in this folder.
Right-click to select the script template:
C# Script;
C# Class;
C# Interface;
C# Abstract Class;
C# Struct;
C# Enum;
C# Custom Editor Script;
C# Editor Window Script;
C# Test Script;
Entities
Jobs (with and without Burst)
Zenject
Assembly Definition;
Assembly Definition Reference.
You can create your own script templates. To do so, create a text file with the extension ".cs.txt" located outside the Ultimate Editor Enhancer templates folder.
As examples of template creation, use the built-in Unity templates, or the Ultimate Editor Enhancer templates located: Unity script templates path: %EDITOR_PATH% / Data / Resources / ScriptTemplates Ultimate Editor Enhancer templates path: Assets / Plugins / Infinity Code / Ultimate Editor Enhancer / LocalResources / ScriptTemplates
Hover over the Shaders folder (or any subfolder) in the project to display the Create Shader button. Click on it and select the type of shader you want to create.
In the Project window, hover over the line that contains Audio. A button will be displayed that allows you to preview audio without selecting it or opening it in a third-party application. Click on it to play the audio. It will be replaced by a button to stop playing. Only one audio can be played at a time, and if you want to play a second audio, playback of the first one will be stopped.
When Project Window uses single-column mode, file extensions will be displayed on the right side of the window.
Colors and adds icons (in a two-column layout) to folders in the project based on rules. The single-column layout for folders only displays colors.
To color a folder you need to create a rule in the Edit / Project Settings / Ultimate Editor Enhancer / Project / Folder Icons. By default, the rule applies to all folders corresponding to the rule and its subfolders. If necessary, you can specify that the rule should apply only to root folders, or not to apply recursively to subfolders.
Adds odd-even highlighting for project rows.
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.
Hold down U for 0.5 seconds to display the tool selection menu.
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 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 Waila section.
Note: GameObject highlighting does not work when using Scriptable Render Pipeline. We are working on the implementation of highlighting for SRP. For now, when using SRP, instead of highlighting the objects containing Renderer, an arrow will be used.
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. 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.
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 Ultimate Editor Enhancer settings.
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. Middle-click to disable/enable the component.
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. The most useful component will be automatically opened when object is selected.
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. Ultimate Editor Enhancer simplifies that and displays related components on the current GameObject.
Related component buttons are orange.
Video: https://www.youtube.com/embed/XkKPHeH2Tqs
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:
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.
Hold Caps Lock to display the bounds and sizes of renderers of the selected GameObjects.
When selecting an object in the scene that contains a Collection or LOD Group, the object containing these components will be selected first (as it works for Prefab). When you click again in the scene, the child element will be selected.
When holding down CTRL (OSX: CMD) or clicking the left mouse button on Handles, displays the values of the selected tool near the handler.
Click on the values to open a window where you can change these values.
If there are Transform Editor Tools available for the current selection, they will be displayed at the bottom of the window.
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.
Displays the bounds and sizes of renderers of the selected GameObjects.
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.
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.
Hold CTRL + SHIFT (OSX: CMD + SHIFT) in Scene View to display the names and path in the hierarchy of all GameObjects under the cursor.
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.
Press CTRL + SHIFT + SPACE (OSX: CMD + 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 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.
If you click the middle mouse button, you can quickly disable the GameObject. A right-click opens the GameObject context menu. In addition, you can drag and drop items from the Smart Selection.
Pressing SHIFT + Space maximizes Game View in play mode. On first use, you will be prompted to choose the desired behavior. You can always change the choose in Ultimate Editor Enhancer settings.
Pressing F11 maximizes any window. Maximization by F11 is automatically disabled when Fullscreen Editor asset in the project.
Press CTRL + 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.
Unsafe features modify existing Unity Editor methods to implement behaviors that are not possible to implement in other ways. If you have problems with these features that block the editor from starting, you can disable them by creating UEENoUnsafe.txt file in the project root.
Warning: Unsafe features will not work on Apple M architecture and turn off automatically. https://github.com/pardeike/harmony/issues/424
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 0.1. This works for all numeric fields in the editor, including the inspector and custom windows.
Also, you can hover over a field and holding CTRL use the mouse wheel to increase or decrease the value of the field by 1.
Out of the box, Unity Editor has two behaviors for collapsing Tree View elements:
Ultimate Editor Enhancer adds new behavior: Right-clicking on a triangle collapses child elements but not the current one.
This works for all Tree Views in the editor, including third-party assets.
When Enum field has less than 10 elements, it is displayed using the context menu. When Enum field has 10 or more elements, it is displayed using a custom window with a search box.
Note: The search will not be displayed if at least one item contains a slash.
Click on Curve Field to open Curve Editor. In the upper right corner, click Frame All Points to have the Curve Editor adjust the best view to display all points on the curve.
Click on Curve Field to open Curve Editor. In the upper right corner, click Show Points to display a list of all curve points. You can change points, and add new points between existing ones.
When single-line text fields contain text that is longer than the field size, a field expand button will be displayed. Clicking on it will display the full value in a multi-line text box that you can edit. By pressing OK or ENTER, the changed value will be saved. By pressing ESCAPE or when the multi-line field loses focus will cancel the changes.
This feature is disabled for all elements of Visual Scripting package.
In addition, unsafe features include the following, which are described in other sections:
Default behavior: 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.
Default behavior: 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.
Default behavior: 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.
When you drag a component, GameObject or Scriptable Object into a tabbed area, it will be opened in Properties window and docked in the specified area.
Default behavior: Any dragging into this field is ignored.
New behavior: When dragging a GameObject or Component into the Unity Event field, a new runtime event will be added, the dragged object will be selected as the target and the menu for selecting a method will now be displayed.
Hold down B button to display handles for moving the Directional and Spot Light target point.
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 "Tools / Ultimate Editor Enhancer / Temporary Object / Create Container".
To delete all temporary objects, select "Tools / Ultimate Editor Enhancer/ Temporary Object / Destroy Container".
Settings allow you to disable features that you do not need, and redefine keyboard shortcuts.
Select "Tools / Ultimate Editor Enhancer / Settings" to open the settings.
Important: Ultimate Editor Enhancer settings are the same for all projects, but Favorite Windows and Quick Access Bar items are unique for each project.
Ultimate Editor Enhancer 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.
Ultimate Editor Enhancer stores bookmarks, favorite windows and quick access bar items in the project. To export (import) them, select File / Export (Import) / Items.
When you want all team members to have the same settings, you can move the settings from EditorPrefs to a local file. To do this in the asset settings, select File / Move Setting To File. This will create a UEE-Settings.uee file in the root of the project that you can share through the version control system. To return to the settings in EditorPrefs simply delete this file.
Ultimate Editor Enhancer stores all references to scene objects (bookmarks, hierarchy row settings) in a hidden object. To show it use Ultimate Editor Enhancer Settings / Hide Scene References - OFF.
To exclude settings or an entire asset from your version control system, select Version Control / [SYSTEM TYPE] / [WHAT TO EXCLUDE]. This will generate a .gitignore or .collabignore file in "Assets / Plugins / Infinity Code" folder which will contain the required version control settings.
We strongly recommend that you exclude settings from your repositories so that your settings do not affect your team members settings.
When excluding the entire asset, runtime scripts will still be included to avoid problems with missing scripts for your team members.
Ultimate Editor Enhancer adds a large number of shortcuts to Unity Editor.
Select "Tools / Ultimate Editor Enhancer / Shortcuts".
This window contains all shortcuts added by Ultimate Editor Enhancer.
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.
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 Ultimate Editor Enhancer 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.
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 Ultimate Editor Enhancer items.
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.
Ultimate Editor Enhancer 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.
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.
We send to Unity Asset Store only stable versions.
Ultimate Editor Enhancer has a built-in update system, using which you can download the latest versions of Ultimate Editor Enhancer and get early access to all versions and updates.
Important: Always back up the project before updating assets.
Select "Tools / Ultimate Editor Enhancer / Check Updates" or "Ultimate Editor Enhancer 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:
If you want to return to the previous version of Ultimate Editor Enhancer, then select the channel "Stable Previous". Using this channel, you can get 10 previous stable versions.
Ultimate Editor Enhancer 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.
Ultimate Editor Enhancer contains a built-in utility to check if all hidden features of the Unity Editor are in use. Open "Tools / Ultimate Editor Enhancer / Check Integrity" and this window will display all the non-public Unity fields, properties and methods that Ultimate Editor Enhancer uses. 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, Ultimate Editor Enhancer version and missing members.
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.
Popup window remains after compiling scripts or restarting the editor and I can't close it To close the window use: Window / Panels / Close All Floating Panels
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.
You want to use your own CustomPropertyDrawer for the Object Field, or from a third-party asset (like Inspector Gadgets) Open "Edit / Project Settings / Player", add "UEE_DISABLE_OBJECT_FIELD_DRAWER" Scripting Define Symbol and click Apply.
Unity Editor crashes on start Create UEENoUnsafe.txt file at the root of the project.
Unsafe features not working on Apple M This architecture is not yet supported by the third party library that the asset uses to intercept the editor's built-in methods, so all unsafe features are automatically disabled. https://github.com/pardeike/harmony/issues/424
Enum Fields popup not showing Some devices have issues displaying enum fields with search. We are working on a solution to the problem. To disable enum field search: Edit / Project Settings / Ultimate Editor Enhancer / Unsafe / Search In Enum Fields - OFF.
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.
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 Ultimate Editor Enhancer. We try to respond to all request to the support within 24 hours.
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:
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:
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:
https://assetstore.unity.com/packages/tools/utilities/project-context-actions-267429
Project Context Actions is a standalone free toolkit from Ultimate Editor Enhancer asset that speeds up work with the Project window by adding contextual actions based on item type.
Supports one-column and two-column layouts.
Context actions are displayed when you hover over a row or cell in the project that matches certain criteria.
List of actions:
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:
Elevation Heightmaps:
Texture providers: ArcGIS, DigitalGlobe, Map Quest, Mapbox, Mapy.CZ, Nokia Maps (here.com), Virtual Earth (Bing Maps), Open Street Map , Sentinel-2 + ability to download tiles from custom url;
Can create: Unity Terrains, Meshes, Gaia stamps, RAW files;
Can generate regular textures and Huge Texture (up to 26624x26624px) for each terrain.
Can generate Terrain Layers based on Mapbox vector tile data;
Can create objects based on Open Street Map:
A tool to select area directly on Google Maps;
A lot of extra tools for working with coordinates, objects and postprocessing;
Unlimited number of generated terrains;
Integration (optional): BuildR, EasyRoads3D Pro v3, Gaia 2, Gaia Pro, Huge Texture, Online Maps, Playmaker, R.A.M 2019, Relief Terrain Pack, Road Architect, Ultimate Editor Enhancer, Vegetation Studio, Vegetation Studio Pro, VolumeGrass, WorldStreamer.
https://assetstore.unity.com/packages/tools/utilities/run-desired-scene-262762
Run Desired Scene is a very powerful and easy to use tool that allows you to start playing from any scene without opening it. After exiting play mode, you will return to the scenes open for editing.
Features:
https://assetstore.unity.com/packages/tools/gui/smart-gallery-278507
Smart Gallery is an elegant, flexible and efficient solution for displaying image, video and audio galleries for your project.
Key features:
Render Pipelines: Built-in RP, URP, HDRP, Custom RP Input Systems: Old, New, Both Platforms: PC, Mac, iOS, Android, UWP, WebGL Other platforms have not been tested, but most likely Smart Gallery will work well.
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:
https://assetstore.unity.com/packages/tools/terrain/tiny-terrain-236464
Tiny Terrain is a lossy Terrain Data compression technology for Unity Terrain Engine, which allows you to reduce the size of the data that Terrain takes in the project many times and significantly reduce the size of your application. You pay a little CPU time and additional memory usage, but save tens and hundreds of megabytes for each Terrain in the project. Even though the compression is lossy, in most cases you won't see any visual difference at all. A very high compression ratio is achieved due to the author's data preparation algorithms and then compression using Brotli. Even if your build or AssetBundle is already compressed using LZ4, LZ4HC or LZMA, Tiny Terrain will be able to reduce its size. Of course the difference in size won't be as huge as with the uncompressed data, but it's still pretty big.
The asset has highly optimized code using direct memory access, which allows for fast compression and decompression, and minimizes additional memory usage. On average, one Terrain is loaded in about 1 second. Tiny Terrain is not a 3rd party Terrain Engine, and you can use Unity Terrain API and any terrain tools you like, such as Real World Terrain, Gaia, Vegetation Studio, etc.
Using Tiny Terrain is very easy, and anyone can do it, even if it is their first day using Unity. Just add Tiny Terrain Loader component to Terrain and click Compress. If you are an advanced user or programmer, Tiny Terrain has events and API that will help you take full control of the loading process.
Features:
Platforms: The asset was tested on PC, Mac, Android, iOS, WebGL. The rest of the platforms have not been tested, but the asset should also work well on them.
https://assetstore.unity.com/packages/tools/terrain/tree-tool-288229
Tree Tool gives you full control over every tree on your terrains. You can move, scale, rotate, change color and prefab, extract and inject, duplicate and remove trees in just seconds. You can interact with each tree individually or with multiple trees at the same time.
The tool is very easy to use and you will be able to use it even if today is your first day of using Unity. It is perfectly optimized and will not slow down the scene even if you have more than 100k trees on terrain. Tree Tool is also fully compatible with trees created by Unity Terrain Editor or third party assets.
If you want to achieve perfect trees in your project, Tree Tool will be your best and indispensable friend.
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:
https://assetstore.unity.com/packages/tools/utilities/value-observer-266922
Value Observer is an editor-friendly implementation of the Observer pattern.
Contains: ValueObserver<T> - observes the value change and notifies listeners. Allows to validate the value change. LinkedObserver<T> - connects observer located in another component and allows to use it as a field of this class. LinkedValue<T> - connects any Serialized Property of any other component or Scriptable Object and allows it to be used as a field of this class. LinkedMethod<TResult> - connects any method that returns a value. Editor-friendly equivalent of Func. Supports up to 10 parameters.
Advantages:
We sincerely hope that you enjoy using Ultimate Editor Enhancer. 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 Ultimate Editor Enhancer, this helps us a lot! It is very important for us to have feedback to make our assets better.
Product page: https://infinity-code.com/assets/ultimate-editor-enhancer Asset Store: https://assetstore.unity.com/packages/tools/utilities/ultimate-editor-enhancer-288737 Support: support@infinity-code.com Forum: https://forum.infinity-code.com YouTube: https://www.youtube.com/channel/UCxCID3jp7RXKGqiCGpjPuOg