Ultimate Editor Enhancer

Documentation for Ultimate Editor Enhancer v3.7

IntroductionDescriptionBefore you startMigrate from uContextMigrate from Ultimate Editor Enhancer TrialFuzzy searchStandalone ToolsAutosaveBookmarksContext 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 GameObjectsPivot ToolRename by ShortcutMass RenameRotate by ShortcutSelect Prefab InstancesSelection HistoryUngroup GameObjectsHierarchy ToolsBackgroundsBest Icons For GameObjectBookmarks in HierarchyComponents In HierarchyDisplay errors and exceptionsEnable/Disable GameObjectsFilter By TypeHeadersHighlight GameObject In Scene ViewRow SettingsSolo VisibilityTreeInspector ToolsComponent Header ButtonsAlign and DistributeDetect Bounds of Box ColliderSaving Components at RuntimeSaving Single FieldTransform in World SpaceDrag From Object FieldsEmpty InspectorHide Empty Help ButtonHide Preset ButtonInspector BarLong Text FieldsMissing Script FixerNested EditorsObject Field SelectorPlay Clips in AnimatorNavigation 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 ViewsUnsafe FeaturesChange Value of Numeric FieldsEnum Field SearchFrame All Points of Curve EditorList of Values in Curve EditorOther Unsafe FeaturesBehavior ImprovementsCreate Folder by ShortcutDrag And Drop from Project to CanvasDrag and Drop TextureDrag and Drop SpriteDrag and Drop a Prefab containing a Rect TransformDrag and Drop to Unity Event fieldTemporary ObjectsSettingsExport / Import SettingsExport / Import ItemsScene ReferencesSetting up gitignore and collabignoreShortcutsIntegration with third-party assetsEnhanced HierarchyFullscreen EditorProGridsUpdating AssetTroubleshootingCheck IntegrityKnown IssuesYour problem is not listedSupportOther Infinity Code assetsHuge TextureMesh to TerrainOnline MapsReal World TerrainTerrain Quality ManagerTree TooluPanoFinal wordsLinks


Thanks for using Ultimate Editor Enhancer! 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/utilities/ultimate-editor-enhancer-141831


Ultimate Editor Enhancer (ex uContext Pro) 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 M1 architecture and turn off automatically. https://github.com/pardeike/harmony/issues/424

Before you start

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.

Migrate from uContext

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.

Migrate from Ultimate Editor Enhancer Trial

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 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


Ultimate Editor Enhancer automatically saves open scenes and editable assets:


Ultimate Editor Enhancer - 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 "Tools / Infinity Code / Ultimate Editor Enhancer / 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. 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.

Context menu

Ultimate Editor Enhancer - 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.


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.

Ultimate Editor Enhancer - 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.

Ultimate Editor Enhancer - Tabs

Tabs can be combined into your own unique window.


SHIFT + Click to open the window as a utility.

Ultimate Editor Enhancer - 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.

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

Ultimate Editor Enhancer - 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.

Ultimate Editor Enhancer - 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.


Ultimate Editor Enhancer - 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. 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).

Ultimate Editor Enhancer - 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. 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.

Ultimate Editor Enhancer - 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.


Ultimate Editor Enhancer - 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

Ultimate Editor Enhancer - Align & Distribute

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

Creating Objects

Ultimate Editor Enhancer - Creating Objects

Shows a menu of creating objects.

Ultimate Editor Enhancer allows you to choose where the object will be created:


Ultimate Editor Enhancer - History

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

Replace GameObjects

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.


Ultimate Editor Enhancer -Grid Action

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

Ultimate Editor Enhancer -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

Ultimate Editor Enhancer -Distance Tool

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

To open Distance Tool select "Tools / Infinity Code / 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.

Editor Icon Browser

Ultimate Editor Enhancer -Editor Icon Browser

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

Select "Tools / Infinity Code / 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.

Recent Scenes

Ultimate Editor Enhancer -Recent Scenes

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 -Smart Search

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.

Search for Scripts

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


Ultimate Editor Enhancer -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.


54. Timer

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.

Timescale change

55. Timescale Window

Click on the timer, or select "Tools / Infinity Code / 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.


Ultimate Editor Enhancer -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.

Ultimate Editor Enhancer -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).

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:

  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.


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

Moving objects between collections

Ultimate Editor Enhancer -Groups

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.

Drop To Floor

Ultimate Editor Enhancer -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.


Ultimate Editor Enhancer -Advanced Drop To Floor

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

Ultimate Editor Enhancer -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.

Note: The number of duplicates is limited (1000 by default). If necessary, you can increase this limit in the settings.

Group GameObjects

Ultimate Editor Enhancer - Group GameObjects

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.

Pivot Tool

Ultimate Editor Enhancer - Pivot Tool

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.

Rename by Shortcut

Ultimate Editor Enhancer - Rename

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

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.

Rotate by Shortcut

Ultimate Editor Enhancer - Rotate By Shortcut

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

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.

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. If GameObject is a prefab instance, it will be unpacked and then ungrouped.

Hierarchy Tools


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

Ultimate Editor Enhancer - 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.

Bookmarks in Hierarchy

Ultimate Editor Enhancer - Bookmarks in Hierarchy

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.

Components In Hierarchy

Ultimate Editor Enhancer -Hierarchy

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

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

Ultimate Editor Enhancer -Enable/Disable using Hierarchy

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

Filter By Type

Ultimate Editor Enhancer - Hierarchy - Filter By Type

This is an unsafe feature. 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.


Ultimate Editor Enhancer -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 create multiple heading rules, and customize the background and text colors, and text alignment and style in the settings.

Highlight GameObject In Scene View

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

Ultimate Editor Enhancer -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.


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. Also, the colors of the standard icons will be used for the line colors.

Inspector Tools

Component Header Buttons

Align and Distribute

Ultimate Editor Enhancer - Align and Distribute

Aligns and distributes objects along the axes. Displayed when multiple GameObjects are selected.

Detect Bounds of Box Collider

Ultimate Editor Enhancer - Detect Bounds of Box Collider

Detects the bounds of Box Collider based on internal Renderers.

Saving Components at Runtime

Ultimate Editor Enhancer - Save Component At Runtime

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.

Saving Single Field

Ultimate Editor Enhancer - Save Single Field

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.

Transform in World Space

Ultimate Editor Enhancer - Transform in World Space

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.

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.

Empty Inspector

Ultimate Editor Enhancer - Empty Inspector

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.

Hide Empty Help Button

Ultimate Editor Enhancer - Hide Empty Help Button

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.

Hide Preset Button

Ultimate Editor Enhancer - Hide Preset Button

Disabled by default. Allows you to hide the Prefab button in the component's header.

Inspector Bar

Ultimate Editor Enhancer - 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.

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.

Long Text Fields

Ultimate Editor Enhancer - Long Text Fields

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.

Missing Script Fixer

Ultimate Editor Enhancer - Missing Component Fixer

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 remove the component.

Nested Editors

Ultimate Editor Enhancer - Nested Editors

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.

Object Field Selector

Ultimate Editor Enhancer - Object Field Selector

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.

Play Clips in Animator

Ultimate Editor Enhancer - Play Clips in Animator

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.

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.

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.

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. 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.

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.

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.

Quick Preview

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.

Ultimate Editor Enhancer -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 / Infinity Code / 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.

View State In Scene View

Ultimate Editor Enhancer -View State In Scene View

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

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.

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.


Ultimate Editor Enhancer -Highlighter

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

Ultimate Editor Enhancer -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. 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.

Ultimate Editor Enhancer -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 Ultimate Editor Enhancer settings.

Object Toolbar

Ultimate Editor Enhancer -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. The most useful component will be automatically opened when object is selected.