Have you ever found yourself in a situation that the object you’ve put into the scene can be selected too easily or is covering some other important scene objects? What can you do about it? Well, you can disable this object every time when you don’t want to see it. However, you can easily forget about enabling it when your work on the scene is finished. There’s a better way solution!
Have you noticed Layers button at the top-right corner of your Unity editor?
Layers drop-down allows you to toggle layer visibility (1) and locked state (2).
When the layer is locked you can’t select objects with this layer assigned by clicking on them. Object still can be selected using the Hierarchy window.
When layer is invisible, all objects with this layer assigned will not be rendered in the Scene window. Invisible layers will still be visible in Game window and in the final product.
It’s just that simple. Well then… Why don’t you try it for yourself now? 🙂
Did you know that by holding the Alt button while clicking on Hierarchy or Project window arrows you can completely expand or collapse its contents? It can be especially useful when there’s a lot of items that you’d like to collapse or expand.
The trick is to hold the Alt button when clicking on the expand arrow to completely expand all of its children (you will see all nested children after this operation). To do the opposite, you can hold the Alt button when collapsing an item. By default, collapsing and expanding will get the item back to the same status as it was before. Normally you would need to manually collapse the previously expanded children in case you don’t want to see these items. Collapsing while holding the Alt button will also collapse all the children.
Here’s a video explaining this functionality:
The same can be done in the Project window.
Did you know that besides searching your Hierarchy window by object name you can actually filter your scene objects by component names they have?
As you already know, there’s a small search input on top of Hierarchy window. It allows you to search for scene objects by name. When you start typing in the input, the object list will be filtered, and only the objects which names include the typed text will be displayed.
What you might not know is that besides searching for object’s names, the search input is also searching for the object’s components. It works a bit differently though. You need to type the component name as a whole (not only a part of it) in order to get the list of objects that this component is attached to.
Be careful. By default the Hierarchy is filtering game object by name and by type. Yet you can specify precisely what you’re looking for.
Unity as any other software out there may crash from time to time. It’s not a big deal unless the last time you saved your scene file was somewhere near your lunch and now you are just about to end your workday. Do you know that feeling? Have you just lost many hours of hard work? Maybe not!
Even if you didn’t know that, Unity is saving your scene every time when you hit the button. No, it’s not saved over the original scene file, instead it is saved in the project’s Temp directory!
Now be careful! If you want to restore your scene file, you cannot re-launch Unity editor after the crash. If you do, you will lose the scene file and all the progress with it!
Restoring crashed scene
If you want to restore your crashed scene, you have to go to your project’s directory (this is the folder that contains the Assets directory) then enter the Temp directory. You will find the __EditModeScene file within. This is your saved scene file.
Now all you have to do is to copy this file and replace your previous scene file with the copy. You will need to set the file extension to unity in order to make this file recognizable as Unity scene file.
Please remember to backup your project folder before making this kind of changes. If you make any mistake, you can easily go back and try again. Without the backup you have only one chance to do it right!
Your game scene may consist of objects that are visible on your scene view (like mesh) and objects that are not visible there (like script holders). You may find yourself in a situation when these invisible objects should have certain position, rotation, or scale, but the only way to select these would be clicking on the object name in the hierarchy. There’s another way!
You can assign a gizmo to any of your scene objects. The easiest way would be to select an icon. It can be a nameless icon like this:
Or an icon that will be labeled with the object’s name:
If you want variety, you can even choose a texture that will be used as your object’s gizmo:
Next time we will tell you how to create a custom gizmo using scripts and how these can be useful to developer.