Skip to content

Latest commit

 

History

History
104 lines (63 loc) · 6.33 KB

File metadata and controls

104 lines (63 loc) · 6.33 KB

Unity Editor Interface: Core Windows

This material covers the four key windows (panels) of the Unity editor that form the foundation of working on any project: Hierarchy, Project, Inspector, and Scene / Game view. Understanding their functions and interactions is the first step to efficient development in Unity.


1. Hierarchy

Purpose:

The Hierarchy window displays all GameObjects present in the currently active scene. It serves as a "table of contents" for your scene, showing the structure of all objects — from cameras and lights to characters, walls, and empty parent objects.

How to use:

  • Selecting an object: Click any object in the Hierarchy — it becomes selected in the Scene view, and its components appear in the Inspector.
  • Organizing: Drag one object onto another to create parent-child relationships (Parenting). When moving the parent, all child objects move with it.
  • Creating and deleting: Right-click in the window → Create Empty (or any other object). Press Delete to remove the selected object.
  • Searching: Use the search field at the top to find objects by name or component type.

Example:

You are building a room. In the Hierarchy, you have: Camera, Directional Light, Floor, Walls (a parent object for four child walls), Player. If you move Walls in the scene, all four walls move together while maintaining their relative positions.


2. Project Window

Purpose:

This window represents all the files on your project's disk (assets: textures, models, audio, scenes, scripts, prefabs, etc.) inside the Unity editor. It is independent of the current scene and serves as the "library" of the entire project.

How to use:

  • Navigation: Double-click a folder to enter it. Use the One Column / Two Columns button to change the view.
  • Importing: Drag files (PNG, FBX, WAV, CS) directly from your file explorer into this window. Unity will automatically import them as assets.
  • Creating: Right-click in an empty area → CreateC# Script, Material, Folder, etc.
  • Search and filters: Use the search bar and file type buttons (textures, models, prefabs).
  • Prefabs: Drag a ready-made GameObject from the scene into the Project window — this creates a prefab (template). Later, you can drag that prefab from the Project window into any scene.

Example:

You have a Sword.fbx model. You drag it into the Assets/Models folder. Now you can drag it from the Project window into the Scene view — a sword appears in the game. If you create an Enemy prefab (with movement, health, etc.), you can place 10 enemies by simply dragging that prefab from the Project into the Hierarchy.


3. Inspector

Purpose:

The Inspector window displays all properties and components of the selected GameObject. This is where you configure how the object looks, moves, interacts, and responds to logic.

How to use:

  • Viewing properties: Select an object in the Hierarchy or Scene view. The Inspector shows: the object's name, an active checkbox (enabled/disabled), and all components (Transform, Mesh Renderer, Collider, scripts, etc.).
  • Editing: Change numbers, colors, references to other objects. For example, a Speed field in a movement script — change 5 to 10, and the object will run faster directly in the editor.
  • Adding components: Click the Add Component button at the bottom of the Inspector. Choose, for example, Rigidbody for physics or Audio Source for sound.
  • Removing / adjusting: Click the three dots (…) or the gear icon on a component → Remove Component. You can also reset, copy, and paste component values.

Example:

You have a Player object with a Rigidbody component and your PlayerMovement script. In the Inspector, you see a jumpForce = 5 field. During playtesting, the jump feels too weak. You pause the game, change jumpForce to 12 directly in the Inspector — you see the result immediately without recompiling.


4. Scene View and Game View

Purpose:

  • Scene View: The editor's "workshop." You can freely move the camera (QWE + right mouse button), place objects, rotate, scale, paint terrain. This is NOT what the player will see.
  • Game View: A simulation of what the player's camera sees during gameplay. You see the final frame as it would appear in a finished application.

How to use (Scene View):

  • Navigation: Hold the right mouse button and move with WASD — fly through the scene. Click an object and press F to focus the camera on it.
  • Tools (top-left panel): Q (Pan), W (Move), E (Rotate), R (Scale), T (Rect Transform for UI).
  • Display modes: The Shaded button (or Wireframe, Shaded Wireframe) — for example, to view polygons.
  • Gizmos: Enable/disable icons for lights, colliders, audio sources (the Gizmos button in the upper-right corner of the Scene view).

How to use (Game View):

  • Running the game: Press the Play button (triangle) in the center of the editor's top toolbar. The Game View comes to life, showing the exact picture as in a build.
  • Screen resolution: Use the dropdown in Game View (e.g., Standalone (1080p), iPhone X) to test UI responsiveness.
  • Pause and frame-by-frame debugging: Use the Pause and Step buttons next to Play. While paused, you can switch to Scene View, orbit the camera, and inspect objects in the Inspector — all during the paused state.

Example:

You are building a level. In Scene View, you move platforms (tool W), rotate obstacles (E), and place enemies from prefabs. Then you press Play — in Game View, you see the character jumping across platforms. If something is off (an enemy is too far away), you stop the game (Play → Stop), move the enemy closer in Scene View, and run it again.


Interaction Between Windows (The Workflow)

No window works in isolation. A typical workflow cycle:

  1. In Project, you select an Enemy prefab.
  2. Drag it into Hierarchy (it appears in the scene).
  3. Select the enemy — in Inspector, you see its health, speed, model.
  4. In Scene View, move the enemy to the desired position.
  5. Press Play and watch Game View to see how the enemy attacks.
  6. While paused, change the attack parameters in Inspector and immediately check the result.

⭐ If this project was useful, put a star on GitHub!