Finish by saving durable scene identities, checking optional editing utilities and preserving both configuration categories.
First-project checklist#
- Package compiles, Tools menu is visible and Enable Styling is on.
- Gesture and Quick/Advanced selection fit your Editor workflow.
- Title, Subtitle and ordinary rows remain readable when selected/inactive.
- Icons, counts and child-color scope work at your normal Hierarchy width.
- Custom reusable styles are explicitly saved and visible in Advanced.
- Prefab-source inheritance and instance reset work for intended prefabs.
- Component/activation edits are reviewed and affected scenes/prefabs saved.
- Bookmarks, Settings and Assignments are checked; both export categories are backed up.
- Reopen the project to confirm persistence. Check other versions, themes, scales and extensions in your environment.
Common questions#
| Question | Answer |
|---|---|
| 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#
| Term | Meaning |
|---|---|
| Title / Subtitle | Real-name presentation roles at native row height. |
| Profile / reusable style | Global role defaults copied on application / named saved recipe. |
| Draft / assignment | Unsaved Settings edits / metadata attached to a particular object identity. |
| Child snapshot / inheritance | Explicit painting of existing children / resolution through prefab sources. |
| Own override / fallback | Explicit row snapshot / next source or optional global default. |
| GUID / local ID | Asset identity / object identity within that asset. |
| Settings / Assignments export | Portable 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.