Use the supplied scene organization as a presentation example, then adapt it to your own existing groups and naming.
Prepare your global choices#
Enable styling and choose your preferred window/gesture. Set readable role defaults, then decide which optional counts, component icons, activation controls and tree lines help at your usual Hierarchy width.
Recreate the example organization#
- Use existing groups or create/parent them with normal Unity commands. The sample has CAMERAS, ENVIRONMENT and PRESENTATION roots.
- Apply blue, green and purple Title styles to major groups with meaningful icons.
- Use softer Subtitles for Shapes, Display panels, Headings and Captions. Apply child backgrounds explicitly where helpful.
- Add direct counts where useful and inspect selected/inactive rows at normal width.
- Save reusable variants and the scene. Export Settings plus Assignments before sharing.
Scene content and styling are separate#
Styling does not create the illustrated hierarchy structure. The inspected source project has a Demo scene, but publisher exports can differ. Copying a scene alone does not transfer ProjectSettings style records.
The supplied screenshots show Editor presentation. A built Player displays the scene's actual geometry/components; hierarchy gradients and row icons remain in the Editor.