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Packages/Hierarchy Organizer Pro/Hierarchy & component tools
EDITOR WORKFLOW
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Hierarchy & component tools

Tree lines, activation, global defaults and the Component Mini Editor.

English guideSource: Unity 6000.3.13f1 · Editor only13 October 2026

Optional hierarchy utilities can improve navigation, but each uses available native row space and public Editor APIs.

Tree lines, activation and defaults#

FeatureBehavior
Activation controlToggle actual GameObject.activeSelf, recording Undo and prefab instance modifications.
Tree linesClassic, Minimal, Dotted or None; conservative local connectors in the callback gutter.
Line color / opacityShared line color and 0–1 opacity. Advanced uses the same global setting.
Collapse AllRequest native Alt + Left collapse on loaded scene roots, then restore selection/focus.
Global default styleFallback for rows with no own or prefab-source assignment.
Use current profile as defaultCopy the selected Settings draft into the default snapshot.
Right-side spaceReserve 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.

  1. Hover to identify a component. Up to four slots appear when width permits.
  2. Alt + left click the component icon to open Component Mini Editor. This stays Alt-click even when the row-opening gesture uses different modifiers.
  3. Alt-click an overflow slot and choose a component from the menu.
  4. Edit visible serialized properties; normal serialized Undo/prefab override handling applies.
  5. Use Open standard Inspector for managed references or custom Inspector-only behavior.
  6. Save the affected scene/prefab.
CaseHandling
Serialized fieldsVisible except the script-reference field.
Managed referencesSkipped; use standard Inspector.
Custom editors/buttonsMay require full Inspector.
Narrow rowFewer component slots; overflow accesses remaining components.
Deleted componentMini 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.

Adapted from the supplied guide · PDF pages 22–23.View source guide ↗
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