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Packages/Hierarchy Organizer Pro/Checklist, FAQ & scope
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Checklist, FAQ & scope

Complete your setup, review the glossary and understand version/API limits.

English guideSource: Unity 6000.3.13f1 · Editor only13 October 2026

Finish by saving durable scene identities, checking optional editing utilities and preserving both configuration categories.

First-project checklist#

  1. Package compiles, Tools menu is visible and Enable Styling is on.
  2. Gesture and Quick/Advanced selection fit your Editor workflow.
  3. Title, Subtitle and ordinary rows remain readable when selected/inactive.
  4. Icons, counts and child-color scope work at your normal Hierarchy width.
  5. Custom reusable styles are explicitly saved and visible in Advanced.
  6. Prefab-source inheritance and instance reset work for intended prefabs.
  7. Component/activation edits are reviewed and affected scenes/prefabs saved.
  8. Bookmarks, Settings and Assignments are checked; both export categories are backed up.
  9. Reopen the project to confirm persistence. Check other versions, themes, scales and extensions in your environment.

Common questions#

QuestionAnswer
Does styling rename or reparent?Actual names/structure stay intact. Make structural edits through normal Unity tools.
Do colors appear in the game?Row presentation is Editor-only. Activation/component changes affect real objects.
Can I use 2D and 3D scenes?It styles GameObject hierarchy rows without render-pipeline setup requirements.
Are presets portable?Recipes/Settings are portable; assignments need matching identities and private icons need Settings payloads.
Is grouping automatic?Apply styles manually. Child colors are snapshots; prefab-source inheritance is separate.

Glossary#

TermMeaning
Title / SubtitleReal-name presentation roles at native row height.
Profile / reusable styleGlobal role defaults copied on application / named saved recipe.
Draft / assignmentUnsaved Settings edits / metadata attached to a particular object identity.
Child snapshot / inheritanceExplicit painting of existing children / resolution through prefab sources.
Own override / fallbackExplicit row snapshot / next source or optional global default.
GUID / local IDAsset identity / object identity within that asset.
Settings / Assignments exportPortable options/profiles/icons/presets / project object and prefab records.

Source and version scope#

This website adapts the supplied 13 October 2026 English guide targeting Unity 6000.3.13f1. The guide inspected Assets/ERAGANX/Hierarchy Organizer Pro/, package documentation and thirteen supplied screenshots. Screenshots may preserve earlier UI wording or illustrative values.

Checked guide sources include Settings/Quick/Advanced UI, style commands/resolution, preset library, icon importing/browsing, component editing, scene navigation and configuration transfer. The Water Reflection guide informed its document layout; Water-specific product instructions do not apply to Hierarchy Organizer Pro.

Earlier Unity versions have not been tested. Native-height rows, local connectors and collapse behavior follow public Editor API limits. No lag-free large-scene, zero-overhead or untested-platform guarantee is made. This website does not add new Editor integration/visual test claims.

Included resources and support#

The website includes all thirteen supplied UI screenshots, the three supplied branding images and the original 34-page PDF. The complete Editor-only C# example is downloadable separately and comes from PDF page 29.

Use support details on the product/publisher listing and provide a small reproduction, exact Unity version, settings, screenshots and Console messages. Bundled Documentation contains further technical/troubleshooting notes.

The source package's Google Material Icons use Apache License 2.0. See Licenses/Third-Party Notices.txt and GOOGLE_MATERIAL_ICONS_LICENSE.txt in the package distribution.

Adapted from the supplied guide · PDF pages 33–34.View source guide ↗
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