Optional hierarchy utilities can improve navigation, but each uses available native row space and public Editor APIs.
Tree lines, activation and defaults#
| Feature | Behavior |
|---|---|
| Activation control | Toggle actual GameObject.activeSelf, recording Undo and prefab instance modifications. |
| Tree lines | Classic, Minimal, Dotted or None; conservative local connectors in the callback gutter. |
| Line color / opacity | Shared line color and 0–1 opacity. Advanced uses the same global setting. |
| Collapse All | Request native Alt + Left collapse on loaded scene roots, then restore selection/focus. |
| Global default style | Fallback for rows with no own or prefab-source assignment. |
| Use current profile as default | Copy the selected Settings draft into the default snapshot. |
| Right-side space | Reserve 0–96 extra points for another extension. Native Unity indicators are reserved automatically. |
At your usual Hierarchy width, choose readable tree lines, then enable only useful row features. A subtle fallback style keeps explicit groups prominent. Widen the panel or reduce optional indicators when names become crowded.
The activation indicator follows activeSelf; an enabled child under an inactive parent may still be inactiveInHierarchy. Activation edits change objects, so save the scene/prefab.
Public API limits#
Search results, narrow gutters and horizontal scrolling can omit local connectors. Collapse All cannot guarantee all scene-header/hidden-descendant expansion states through public APIs. Clear search and use native foldout gestures when needed.
Component Minimap and Mini Editor#
Enable Settings > Components & Icons > Component Minimap to show component icons beside rows.
- Hover to identify a component. Up to four slots appear when width permits.
- Alt + left click the component icon to open Component Mini Editor. This stays Alt-click even when the row-opening gesture uses different modifiers.
- Alt-click an overflow slot and choose a component from the menu.
- Edit visible serialized properties; normal serialized Undo/prefab override handling applies.
- Use Open standard Inspector for managed references or custom Inspector-only behavior.
- Save the affected scene/prefab.
| Case | Handling |
|---|---|
| Serialized fields | Visible except the script-reference field. |
| Managed references | Skipped; use standard Inspector. |
| Custom editors/buttons | May require full Inspector. |
| Narrow row | Fewer component slots; overflow accesses remaining components. |
| Deleted component | Mini editor closes when its target disappears. |
Component editing changes actual project data, unlike styling metadata. Review the component target and save as you would in the normal Inspector.