User Manual
v1.0.0
Table of Contents
0.2 Compatibility and Performance
2.1.5 Improved Multi-selection View
2.1.6 Improved Component Control
2.1.6.2 New Context Menu Options
2.2.4 Lock State and Debug Mode
2.2.5.2 Auto-focus on Scene View
2.2.6 Behavior on Tab Double-click
2.2.7.1 Hovering multi-target Tabs
2.3.2 Considerations and Limitations
2.4.1 Dragging Tabs onto Fields
2.4.3 Dragging and Cloning Components
2.4.3.2 Moving between GameObjects
2.4.3.3 Cloning between GameObjects
2.4.4 Dragging Assets from the Asset Bar
2.4.5 Dragging Assets as Components
3.2 Inspection Detail on the Asset View
3.2.1 Compact Mode and Import Settings
3.2.2 Collapsing the Asset View
3.3.2 The Asset History Button
3.4.2.2 Context-specific Buttons
3.6 Prefab Assets and Asset View
3.7 Customization and Inspection Settings
3.8 The Asset View Context Menu
4.3 Limitation with Inactive GameObjects
6.1 Stuff we want to add soonish
6.2 Stuff who knows when we’ll add
CoInspector has been designed to (mostly!) behave and feel like the regular Inspector, so using it should be as intuitive and easy as possible. For this same reason, most if not all of your custom inspectors, extensions and editor plugins should be compatible out-of-the-box.
CoInspector also adds a great amount of features and shortcuts over the regular Inspector, so this Manual will try to introduce and explain all your cool new tools.
CoInspector is designed to be compatible with all your custom editors and Inspector customizations. However, it's impossible to guarantee compatibility with plugins that rely on ‘brute-force’ approaches like injection to customize the Inspector Window or specific Editors.
These plugins work by finding the Inspector Window, breaking its visual elements apart, and then inserting extra stuff between them, as bars or buttons. While this is not "incompatible" with CoInspector, this process can be incredibly taxing if not implemented cautiously, and may cause undesired behaviors, including:
For the best experience, we strongly recommend disabling injection-based customizations of the Inspector to avoid potential issues.
If there is a specific feature you miss, let us know at hey@stuff-solutions.com, and we will consider incorporating it directly into CoInspector.
This section provides a compact list of the most useful shortcuts and features that CoInspector introduces (because we get that reading the whole thing may not be your best plan).
If you want to learn more about any of these tips, refer to the linked sections of the manual!
______
These shortcuts and tips should help you grasp the essential features and workflows of CoInspector, making their experience with the tool more efficient.
CoInspector’s main feature, and the reason it came to be, is the Split Inspection, or the ability to inspect GameObjects and Assets at the same time in different sections of the window.
Unlike other “custom inspector” solutions that either modify the original Inspector or clone its contents, CoInspector is 100% independent of the Inspector Window. This allows CoInspector to sort and inspect targets independently of your active selection.
This way, CoInspector splits itself into 2 sections: The GameObject View and the Asset View. Each independent of the other, yet designed to work together. Assets will never override your GameObjects and GameObjects will never override your Assets.
Combined with its Tabs and History Tracking, CoInspector introduces a new set of options that allow you to work on multiple GameObjects and Assets at the same time, removing any need to juggle between multiple Inspector windows and lock states.
One window, unlimited targets.
The GameObject section remains visually close to the regular Inspector, but introduces a great number of improvements and tools.
These new features include a Tabs system, History Tracking, Advanced Dragging, and some new Buttons and Tools covered in this section.
These are features that can be accessed through buttons or are integrated within CoInspector itself. Some buttons may mention Tabs, but they will be fully explained in their own section.
This button instantly selects the target of the active Tab in the Hierarchy. With multi-target Tabs, every target will be selected at once.
To know if the active Tab is already selected, use the following visual cues:
Modes:
(With both ‘Auto-selection’ and ‘Auto-focus’ enabled, you will rarely interact with this button.)
This button is meant to help you center your workspace around your active Tab and targets without needing to double-click the Hierarchy or change your active Selection.
Modes:
(Example of a Tab after being scrolled back into view)
This button is exclusively dedicated to sending the active target(s) of your Tab to the regular Inspector Window.
Modes:
Why is this here?
If a component, extension or custom editor fails to show or presents any bug or error, please let us know at hey@stuff-solutions.com.
This button gives you access to another new feature: the Local Hierarchy View.
This allows you to instantly check your target’s position in the Hierarchy without pinging it.
When clicked, CoInspector will pop up the target in a custom, independent Hierarchy Window, where you can easily check and access its parents, children or siblings.
Things you can do here:
This button is disabled with multi-target Tabs, but thanks to the new Multi-selection View, you can right-click any individual GameObject of your selection to open its Local Hierarchy View.
When adding CoInspector’s multi-target support, we quickly found a limitation in our design:
“Wait, so how does the user know which GameObjects they’re targeting…?”
- An underpaid Unity dev
…And then, we remembered this already happens in the regular Inspector, so we decided to add a little tweak:
A foldable section that lists the content of every multi-selection.
This way, you can be sure of the GameObjects you're working on.
Some extra things you can do here:
Combined with Tabs and History Tracking, this should make your experience of dealing with multi-selections way more streamlined and intuitive.
CoInspector introduces new ways to quickly expand/collapse your Components and reorder them: These are the Component Collapse/Expand Button and some New Component Context Menu Options.
This button helps you quickly collapse or expand all components in the inspector window.
Modes:
You can show or hide this button through the Settings Window or in the Context Menu, at ‘Inspector Settings/Tab Bar Design/Show Collapse button’.
CoInspector adds individual options to your Components so you can have even more control over them:
Things you can do here:
Note: When using "… All But This" options, CoInspector will scroll to the selected Component to help you identify it.
_______
These tools, combined with Advanced Dragging, provide quick and flexible ways to control and rearrange your components within the inspector window.
Tabs are the second main feature of CoInspector. As tabs on a browser, you can create as many as you want, rearrange them, and switch between unlimited targets with a single click.
Each Tab works as an independent Inspector. Unless locked, the active Tab will update as the Selection changes, but ignoring null selections, empty selections and, of course, Assets.
Some of their main features include:
Depending on the number of GameObjects inspected, a Tab will be a Regular Tab or a multi-target Tab. Understanding them will help you make the most of your workspace.
These are the ones that point to a single GameObject in the Hierarchy.
Visually, these Tabs will display the name of the target and an icon representing its most relevant component (or you can disable icons in the Customization Section).
When more than a GameObject is selected, the active Tab becomes a multi-target Tab. Visually, they will display a blue ‘+’ symbol and the number of objects selected.
Each Tab works as an isolated multi-selection, so you can:
Combined with Individual lock states and History Tracking, it is highly unlikely to lose a multi-selection, even by accident.
Multi-target Tabs work as Regular Tabs do, but they have some considerations to keep in mind:
When creating Tabs, you can choose between completely New Tabs or already Filled Tabs.
These are Tabs with no target assigned yet. To assign a target, just click on any GameObject in the Hierarchy and the Tab will update to register it, as the regular Inspector Window would.
You have the following ways to create them:
Some considerations:
These are Tabs created with target(s) already assigned, so you can immediately start working on them.
You have 2 options:
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To open multiple GameObjects as a multi-target Tab, the process is as follows:
Finally, you can duplicate any existing Tab by right-clicking it and accessing the Context Menu.
For an easy workflow, CoInspector Tabs are designed to mimic browser tabs.
Some things that you can do:
Pretty straightforward!
For navigating the Tab Bar once it starts to get filled, you can either use the Scrollbar that will show up, or simply scroll around using any of your mouse wheels.
The Scrollbar visibility, the scroll speeds and scroll directions of both mouse wheels can be modified in the Settings Window, and within Inspector Settings, in the Context Menu.
Each Tab has its unique Lock State and Debug Mode. Locking a Tab will keep its target(s) fixed until you unlock it again, and the Debug Mode will show or hide the debug inspector.
To change them, you have the following options:
Example of a locked Tab. Example of a Tab in Debug Mode
Keep in mind that Debug Modes and Lock States cannot be applied to New Tabs.
CoInspector provides some automatic actions when switching Tabs: Auto-selection and Auto-Focus on Scene View.
When enabled, switching Tabs will also select the target(s) of it in the Hierarchy, just as if you had clicked the Select Button.
Setting Auto-selection to on or off has different use cases. We recommend reading about both and combining them based on your tasks and preferred workflow.
This setting is recommended for tasks that don't require Scene Tools (Move, Rotate, etc.) and when you don’t want to lose your current selection or active Editor Tool.
This setting is recommended when working with Scene Tools (Move, Scale, Rotate…) and when you want to be sure you're targeting the content of your active Tab.
You can turn on and off Auto-selection in the Settings Window or in the Context Menu, via ‘Inspector Settings/On Tab Click/Select in Hierarchy’.
Pro Tip: You can combine Auto-selection off with Behavior on Tab Double-click -> ‘Select Tab Target(s)’ for a half way approach.
When enabled, CoInspector will automatically focus the target(s) of your Tabs when you switch Tabs, just as if you had clicked the Focus Button.
You can change this setting at any moment in the Settings Window, or in the Context Menu by selecting ‘Inspector Settings/On Tab Click/Focus on Scene View’
.
CoInspector also lets you perform actions when double-clicking a Tab.
You can only have one active behavior, so choose wisely!:
You can customize these behaviors in the Settings Window or in the Context Menu, under 'Inspector Settings/On Tab Double-click'.
By default, hovering a Tab for a couple of seconds will provide information about its target(s).
You can decide how much information you want to see:
Unless set to ‘Nothing’, hovering multi-target Tabs will always show the names of the GameObjects included in the selection as a list.
______
You can change the Tab Hover Behavior in the Settings Window and within ‘Inspector Settings/On Tab Hover Info’ in the Context Menu.
The Tab Bar can be slightly customized to remove some visual elements you may wish to hide.
At this moment, the following elements can be hidden:
__________
All these options can be individually modified in the Tab design section of the Settings Window and in the Context Menu.
When you Open a Prefab Asset in Prefab Mode*CoInspector will automatically create a dedicated Tab for it, and its name will turn blue.
(Opening a Prefab Asset from its Prefab Instance)
*This doesn't mean inspecting Prefab Instances in the scene, but opening a Prefab Asset in Context or Isolation. This is done via the Prefab ‘Open’ Button, by double-clicking a Prefab Asset, or opening a Prefab Asset via the Asset View.
Keep in mind the following things while in Prefab Mode:
(Exiting Prefab Mode, CoInspector deletes all Prefab Tabs)
_____
For clarity, we recommend using new, dedicated Tabs when working in Prefab Mode.
As an internet browser, each Tab tracks your movements, allowing you to navigate your recent targets at any point.
A Tab can remember up to the last 10 selections (single or multiple) you've worked with.
You have the following options:
It’s currently not possible to open specific steps in new Tabs, as Unity’s default Context Menus don’t distinguish mouse button clicks. We’re working on a custom solution.
CoInspector also includes a handy way to recover your last 10 closed Tabs.
Simply right-click a Tab (or the Tab Bar) and pick the option in the Context Menu:
Every recovered Tab will carry over its entire History!
CoInspector expands on dragging for a seamless flow between Tabs, Components and Assets.
Tabs can be dragged for more than just reordering them:
Sometimes, you will need to drag a Component, GameObject or an Asset onto a field on a different Tab.
To streamline this process, you can simply:
Note: Dragging Tabs directly onto other Tabs isn’t supported yet!
As expected, you can drag Components to reorder them…
…but CoInspector takes the concept a bit further:
Hold Control (or Command) while reordering a Component, and the blue visual bar will turn green. Now, instead of moving the Component, you’ll create a copy at the selected position without needing to Copy and Paste.
If you drag a Component onto a different Tab and hover its Components, the blue bar will appear. This will move the Component to that GameObject at the selected position.
This greatly streamlines the process of relocating Components between GameObjects, removing the need to Copy-Paste.
If you hold Control (or Command) when moving Components between GameObjects, the blue bar will turn green. This will create an exact copy at the selected position.
This is a straightforward way of duplicating Components between GameObjects, removing the need of Copy and Paste, and any additional step to reorder the Component.
To drag the Asset(s) you’re currently working with on the Asset View, simply drag the Asset Bar itself. This works with both single Asset selections and multi selections.
When dragging Assets of specific Types, CoInspector will try to add them as Components.
For example, dragging an AudioClip will add an AudioSource, an AnimatorController will create an Animator, a Sprite a SpriteRenderer… etc.
This is still a proof of concept, so the list of compatible Types is still underwhelmingly short:
AudioClip ➝ AudioSource | AnimatorController ➝ Animator | Sprite ➝ SpriteRenderer/Image* Texture2D ➝ RawImage |
(*Depending on the GameObject having a Transform or a RectTransform)
If you’d like to suggest new combinations, just let us know at hey@stuff-solutions.com!
When you right-click a Tab (or the Tab Bar itself), a Context Menu will show up. This menu provides specific actions for the selected Tab, and settings that can affect the GameObject View, the Asset View or CoInspector in general.
These are the actions that affect the Tab you right-clicked on and your GameObject workspace.
When a Prefab instance is the target of the clicked Tab, CoInspector will add new options:
This section acts as a compact version of the Setting Window, allowing you to modify settings and behaviors of the GameObject View, Sessions and the Asset View.
Options included here are:
(Unless ‘Nothing’, multi-target Tabs will always show the names of all targets.)
The other main section of CoInspector is the Asset View, a full-on secondary inspector designed to handle Assets in a less intrusive, yet more flexible way.
It’s an independent panel that you can freely resize, customize, lock, minimize… or just leave it there. No matter what, it will not interfere with your Scene and Tabs.
Combined with new features and shortcuts, the goal is simply to make dealing with Assets as intuitive and straightforward as possible.
As the GameObject View does with GameObjects, the Asset View will only accept Assets as targets, ignoring empty selections. You can keep working normally with your scene and Tabs while your inspected Assets remain available at the Asset View.
These are options that allow you to set how much information you want to see on your Asset View, and some extra features.
By default, CoInspector presents a compressed version of your Assets, excluding most Import Settings, the default Header, and some specific fields depending on the Asset.
This is called Compact Mode, and is meant to make previewing Assets a little more straightforward, hiding all those settings we interact with only at specific times.
Some notes:
By default, the Asset View shows Expanded. However, it can also be Collapsed into a non-intrusive footer, while still remaining completely functional.
You can easily switch between modes by clicking the Asset Bar or choosing the option in the Asset View Context Menu.
______
Some notes:
When an Asset is inspected, the Add Component Bar becomes a visual separator between the GameObject View and the Asset View, gaining some new features.
When the Asset View is expanded, the bar will become draggable. This allows you to freely resize the Asset View to take as little space as you want.
Assets with Previews (like Textures or AudioClips) can be expanded to increase Preview size:
While Asset View doesn’t feature full History Tracking, it does keep track of your recent selections, allowing you to go back to them even after the Asset View has been closed.
You have 2 options:
Some notes:
The Asset Bar is the blue bar on top of the Asset View. It provides information about your target and lets you access some features and shortcuts.
This bar will always be visible if an Asset is being inspected, Collapsed or not.
To change the Asset View look and make small adjustments.
The buttons that are always present in the bar, no matter the selected Asset.
These are the buttons that will only appear in certain circumstances.
The last part of Asset View.
This additional bar is also visible whenever an Asset is selected, and provides convenient shortcuts for accessing and editing your active Assets.
Elements:
Note: Options like Pinging or Copying Asset Path won’t work with multiple Assets selected!
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This set of tools and buttons allow you to directly access and interact with your selected Assets at any time without needing to resort to the Project Window.
When clicking on a Prefab Asset, it will show up in the Asset View itself instead of in the GameObject View.
This is meant to be a fast way of checking and editing Prefab Assets, so keep in mind the following:
If you need a more precise Prefab inspection, just use the "OPEN" button at the Asset Bar to open the Prefab Asset in a dedicated Prefab Mode Tab with all options available!
The Asset View offers various customization options to optimize your workflow:
All these Settings can be changed in the Settings Window and by opening the Asset View Context Menu.
As with the Tabs Context Menu, right-clicking the Asset Bar will show up the Asset View’s own Context Menu. Here, you can trigger basic actions and change settings of the Asset View.
The available options are:
When you open CoInspector after a restart or a crash, you'll be asked to restore your previous workspace. This will also happen after switching to a scene you've previously worked on.
This is the result of Sessions, a built-in auto-save feature that keeps track of your workspace in every scene and allows you to keep it consistent between editor restarts and scene changes, including your Tabs, Assets, History Tracking, and even your closed Tabs!
By default, after loading a Session or changing scenes, CoInspector will show you the Recovery Screen, listing the number of Tabs and your choices to proceed:
(Tip: You can see more info about the recovered Tabs by hovering the message!)
This will set your Sessions Behavior, or the way you prefer the system to handle the process:
__________
You can change your Session Behavior via the Context Menu and the Settings Window.
Due to a limitation in the way Unity tracks inactive GameObjects, CoInspector won’t be able to restore Inactive GameObjects after the Editor has been closed.
This means that, once the Editor has been closed, inactive GameObjects previously included in your Tabs, multi-target Tabs, or history will be omitted when restoring a Session.
We’re actively working on finding a universal solution to this limitation.
CoInspector provides a comprehensive Settings Window, which can be found in the Window section of your Unity menu.
These are the settings that control the broad behavior of CoInspector and Sessions.
Settings that affect Tabs, their behaviors and their appearance.
Customizes the Appearance of your Tab Bar.
Settings that control how you scroll Tabs with your mouse wheels.
Settings that affect the Asset View. Only available when Asset Inspection is enabled.
Clicking this button will reset all the settings in this window to its default values, but keeping all your existing Sessions intact.
____
These settings should allow you to tailor CoInspector to your needs and preferences. Feel free to explore and adjust them until you find a workflow you’re comfortable with.
We like to offer as many options as possible, so if you miss any setting or would like to have more control over some specific feature, please let us know at hey@stuff-solution.com.
0. An Introduction
CoInspector has been designed to (mostly!) behave and feel like the regular Inspector, so using it should be as intuitive and easy as possible. For this same reason, most if not all of your custom inspectors, extensions and editor plugins should be compatible out-of-the-box.
CoInspector also adds a great amount of features and shortcuts over the regular Inspector, so this Manual will try to introduce and explain all your cool new tools.
CoInspector is designed to be compatible with all your custom editors and Inspector customizations. However, it's impossible to guarantee compatibility with plugins that rely on ‘brute-force’ approaches like injection to customize the Inspector Window or specific Editors.
These plugins work by finding the Inspector Window, breaking its visual elements apart, and then inserting extra stuff between them, as bars or buttons. While this is not "incompatible" with CoInspector, this process can be incredibly taxing if not implemented cautiously, and may cause undesired behaviors, including:
For the best experience, we strongly recommend disabling injection-based customizations of the Inspector to avoid potential issues.
If there is a specific feature you miss, let us know at hey@stuff-solutions.com, and we will consider incorporating it directly into CoInspector.
This section provides a compact list of the most useful shortcuts and features that CoInspector introduces (because we get that reading the whole thing may not be your best plan).
If you want to learn more about any of these tips, refer to the linked sections of the manual!
______
These shortcuts and tips should help you grasp the essential features and workflows of CoInspector, making their experience with the tool more efficient.
CoInspector’s main feature, and the reason it came to be, is the Split Inspection, or the ability to inspect GameObjects and Assets at the same time in different sections of the window.
Unlike other “custom inspector” solutions that either modify the original Inspector or clone its contents, CoInspector is 100% independent of the Inspector Window. This allows CoInspector to sort and inspect targets independently of your active selection.
This way, CoInspector splits itself into 2 sections: The GameObject View and the Asset View. Each independent of the other, yet designed to work together. Assets will never override your GameObjects and GameObjects will never override your Assets.
Combined with its Tabs and History Tracking, CoInspector introduces a new set of options that allow you to work on multiple GameObjects and Assets at the same time, removing any need to juggle between multiple Inspector windows and lock states.
One window, unlimited targets.
The GameObject section remains visually close to the regular Inspector, but introduces a great number of improvements and tools.
These new features include a Tabs system, History Tracking, Advanced Dragging, and some new Buttons and Tools covered in this section.
These are features that can be accessed through buttons or are integrated within CoInspector itself. Some buttons may mention Tabs, but they will be fully explained in their own section.
This button instantly selects the target of the active Tab in the Hierarchy. With multi-target Tabs, every target will be selected at once.
To know if the active Tab is already selected, use the following visual cues:
Modes:
(With both ‘Auto-selection’ and ‘Auto-focus’ enabled, you will rarely interact with this button.)
This button is meant to help you center your workspace around your active Tab and targets without needing to double-click the Hierarchy or change your active Selection.
Modes:
(Example of a Tab after being scrolled back into view)
This button is exclusively dedicated to sending the active target(s) of your Tab to the regular Inspector Window.
Modes:
Why is this here?
If a component, extension or custom editor fails to show or presents any bug or error, please let us know at hey@stuff-solutions.com.
This button gives you access to another new feature: the Local Hierarchy View.
This allows you to instantly check your target’s position in the Hierarchy without pinging it.
When clicked, CoInspector will pop up the target in a custom, independent Hierarchy Window, where you can easily check and access its parents, children or siblings.
Things you can do here:
This button is disabled with multi-target Tabs, but thanks to the new Multi-selection View, you can right-click any individual GameObject of your selection to open its Local Hierarchy View.
When adding CoInspector’s multi-target support, we quickly found a limitation in our design:
“Wait, so how does the user know which GameObjects they’re targeting…?”
- An underpaid Unity dev
…And then, we remembered this already happens in the regular Inspector, so we decided to add a little tweak:
A foldable section that lists the content of every multi-selection.
This way, you can be sure of the GameObjects you're working on.
Some extra things you can do here:
Combined with Tabs and History Tracking, this should make your experience of dealing with multi-selections way more streamlined and intuitive.
CoInspector introduces new ways to quickly expand/collapse your Components and reorder them: These are the Component Collapse/Expand Button and some New Component Context Menu Options.
This button helps you quickly collapse or expand all components in the inspector window.
Modes:
You can show or hide this button through the Settings Window or in the Context Menu, at ‘Inspector Settings/Tab Bar Design/Show Collapse button’.
CoInspector adds individual options to your Components so you can have even more control over them:
Things you can do here:
Note: When using "… All But This" options, CoInspector will scroll to the selected Component to help you identify it.
_______
These tools, combined with Advanced Dragging, provide quick and flexible ways to control and rearrange your components within the inspector window.
Tabs are the second main feature of CoInspector. As tabs on a browser, you can create as many as you want, rearrange them, and switch between unlimited targets with a single click.
Each Tab works as an independent Inspector. Unless locked, the active Tab will update as the Selection changes, but ignoring null selections, empty selections and, of course, Assets.
Some of their main features include:
Depending on the number of GameObjects inspected, a Tab will be a Regular Tab or a multi-target Tab. Understanding them will help you make the most of your workspace.
These are the ones that point to a single GameObject in the Hierarchy.
Visually, these Tabs will display the name of the target and an icon representing its most relevant component (or you can disable icons in the Customization Section).
When more than a GameObject is selected, the active Tab becomes a multi-target Tab. Visually, they will display a blue ‘+’ symbol and the number of objects selected.
Each Tab works as an isolated multi-selection, so you can:
Combined with Individual lock states and History Tracking, it is highly unlikely to lose a multi-selection, even by accident.
Multi-target Tabs work as Regular Tabs do, but they have some considerations to keep in mind:
When creating Tabs, you can choose between completely New Tabs or already Filled Tabs.
These are Tabs with no target assigned yet. To assign a target, just click on any GameObject in the Hierarchy and the Tab will update to register it, as the regular Inspector Window would.
You have the following ways to create them:
Some considerations:
These are Tabs created with target(s) already assigned, so you can immediately start working on them.
You have 2 options:
______
To open multiple GameObjects as a multi-target Tab, the process is as follows:
Finally, you can duplicate any existing Tab by right-clicking it and accessing the Context Menu.
For an easy workflow, CoInspector Tabs are designed to mimic browser tabs.
Some things that you can do:
Pretty straightforward!
For navigating the Tab Bar once it starts to get filled, you can either use the Scrollbar that will show up, or simply scroll around using any of your mouse wheels.
The Scrollbar visibility, the scroll speeds and scroll directions of both mouse wheels can be modified in the Settings Window, and within Inspector Settings, in the Context Menu.
Each Tab has its unique Lock State and Debug Mode. Locking a Tab will keep its target(s) fixed until you unlock it again, and the Debug Mode will show or hide the debug inspector.
To change them, you have the following options:
Example of a locked Tab. Example of a Tab in Debug Mode
Keep in mind that Debug Modes and Lock States cannot be applied to New Tabs.
CoInspector provides some automatic actions when switching Tabs: Auto-selection and Auto-Focus on Scene View.
When enabled, switching Tabs will also select the target(s) of it in the Hierarchy, just as if you had clicked the Select Button.
Setting Auto-selection to on or off has different use cases. We recommend reading about both and combining them based on your tasks and preferred workflow.
This setting is recommended for tasks that don't require Scene Tools (Move, Rotate, etc.) and when you don’t want to lose your current selection or active Editor Tool.
This setting is recommended when working with Scene Tools (Move, Scale, Rotate…) and when you want to be sure you're targeting the content of your active Tab.
You can turn on and off Auto-selection in the Settings Window or in the Context Menu, via ‘Inspector Settings/On Tab Click/Select in Hierarchy’.
Pro Tip: You can combine Auto-selection off with Behavior on Tab Double-click -> ‘Select Tab Target(s)’ for a half way approach.
When enabled, CoInspector will automatically focus the target(s) of your Tabs when you switch Tabs, just as if you had clicked the Focus Button.
You can change this setting at any moment in the Settings Window, or in the Context Menu by selecting ‘Inspector Settings/On Tab Click/Focus on Scene View’
.
CoInspector also lets you perform actions when double-clicking a Tab.
You can only have one active behavior, so choose wisely!:
You can customize these behaviors in the Settings Window or in the Context Menu, under 'Inspector Settings/On Tab Double-click'.
By default, hovering a Tab for a couple of seconds will provide information about its target(s).
You can decide how much information you want to see:
Unless set to ‘Nothing’, hovering multi-target Tabs will always show the names of the GameObjects included in the selection as a list.
______
You can change the Tab Hover Behavior in the Settings Window and within ‘Inspector Settings/On Tab Hover Info’ in the Context Menu.
The Tab Bar can be slightly customized to remove some visual elements you may wish to hide.
At this moment, the following elements can be hidden:
__________
All these options can be individually modified in the Tab design section of the Settings Window and in the Context Menu.
When you Open a Prefab Asset in Prefab Mode*CoInspector will automatically create a dedicated Tab for it, and its name will turn blue.
(Opening a Prefab Asset from its Prefab Instance)
*This doesn't mean inspecting Prefab Instances in the scene, but opening a Prefab Asset in Context or Isolation. This is done via the Prefab ‘Open’ Button, by double-clicking a Prefab Asset, or opening a Prefab Asset via the Asset View.
Keep in mind the following things while in Prefab Mode:
(Exiting Prefab Mode, CoInspector deletes all Prefab Tabs)
_____
For clarity, we recommend using new, dedicated Tabs when working in Prefab Mode.
As an internet browser, each Tab tracks your movements, allowing you to navigate your recent targets at any point.
A Tab can remember up to the last 10 selections (single or multiple) you've worked with.
You have the following options:
It’s currently not possible to open specific steps in new Tabs, as Unity’s default Context Menus don’t distinguish mouse button clicks. We’re working on a custom solution.
CoInspector also includes a handy way to recover your last 10 closed Tabs.
Simply right-click a Tab (or the Tab Bar) and pick the option in the Context Menu:
Every recovered Tab will carry over its entire History!
CoInspector expands on dragging for a seamless flow between Tabs, Components and Assets.
Tabs can be dragged for more than just reordering them:
Sometimes, you will need to drag a Component, GameObject or an Asset onto a field on a different Tab.
To streamline this process, you can simply:
Note: Dragging Tabs directly onto other Tabs isn’t supported yet!
As expected, you can drag Components to reorder them…
…but CoInspector takes the concept a bit further:
Hold Control (or Command) while reordering a Component, and the blue visual bar will turn green. Now, instead of moving the Component, you’ll create a copy at the selected position without needing to Copy and Paste.
If you drag a Component onto a different Tab and hover its Components, the blue bar will appear. This will move the Component to that GameObject at the selected position.
This greatly streamlines the process of relocating Components between GameObjects, removing the need to Copy-Paste.
If you hold Control (or Command) when moving Components between GameObjects, the blue bar will turn green. This will create an exact copy at the selected position.
This is a straightforward way of duplicating Components between GameObjects, removing the need of Copy and Paste, and any additional step to reorder the Component.
To drag the Asset(s) you’re currently working with on the Asset View, simply drag the Asset Bar itself. This works with both single Asset selections and multi selections.
When dragging Assets of specific Types, CoInspector will try to add them as Components.
For example, dragging an AudioClip will add an AudioSource, an AnimatorController will create an Animator, a Sprite a SpriteRenderer… etc.
This is still a proof of concept, so the list of compatible Types is still underwhelmingly short:
AudioClip ➝ AudioSource |
AnimatorController ➝ Animator |
Sprite ➝ SpriteRenderer/Image* Texture2D ➝ RawImage |
(*Depending on the GameObject having a Transform or a RectTransform)
If you’d like to suggest new combinations, just let us know at hey@stuff-solutions.com!
When you right-click a Tab (or the Tab Bar itself), a Context Menu will show up. This menu provides specific actions for the selected Tab, and settings that can affect the GameObject View, the Asset View or CoInspector in general.
If you don’t click on a Tab, you’ll see an abridged version without Tab-specific actions.
If you click on a Tab, you’ll see the full Context Menu
These are the actions that affect the Tab you right-clicked on and your GameObject workspace.
When a Prefab instance is the target of the clicked Tab, CoInspector will add new options:
This section acts as a compact version of the Setting Window, allowing you to modify settings and behaviors of the GameObject View, Sessions and the Asset View.
Options included here are:
(Unless ‘Nothing’, multi-target Tabs will always show the names of all targets.)
The other main section of CoInspector is the Asset View, a full-on secondary inspector designed to handle Assets in a less intrusive, yet more flexible way.
It’s an independent panel that you can freely resize, customize, lock, minimize… or just leave it there. No matter what, it will not interfere with your Scene and Tabs.
Combined with new features and shortcuts, the goal is simply to make dealing with Assets as intuitive and straightforward as possible.
As the GameObject View does with GameObjects, the Asset View will only accept Assets as targets, ignoring empty selections. You can keep working normally with your scene and Tabs while your inspected Assets remain available at the Asset View.
These are options that allow you to set how much information you want to see on your Asset View, and some extra features.
By default, CoInspector presents a compressed version of your Assets, excluding most Import Settings, the default Header, and some specific fields depending on the Asset.
This is called Compact Mode, and is meant to make previewing Assets a little more straightforward, hiding all those settings we interact with only at specific times.
Some notes:
By default, the Asset View shows Expanded. However, it can also be Collapsed into a non-intrusive footer, while still remaining completely functional.
You can easily switch between modes by clicking the Asset Bar or choosing the option in the Asset View Context Menu.
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Some notes:
When an Asset is inspected, the Add Component Bar becomes a visual separator between the GameObject View and the Asset View, gaining some new features.
When the Asset View is expanded, the bar will become draggable. This allows you to freely resize the Asset View to take as little space as you want.
Assets with Previews (like Textures or AudioClips) can be expanded to increase Preview size:
While Asset View doesn’t feature full History Tracking, it does keep track of your recent selections, allowing you to go back to them even after the Asset View has been closed.
You have 2 options:
Some notes:
The Asset Bar is the blue bar on top of the Asset View. It provides information about your target and lets you access some features and shortcuts.
This bar will always be visible if an Asset is being inspected, Collapsed or not.
To change the Asset View look and make small adjustments.
The buttons that are always present in the bar, no matter the selected Asset.
These are the buttons that will only appear in certain circumstances.
The last part of Asset View.
This additional bar is also visible whenever an Asset is selected, and provides convenient shortcuts for accessing and editing your active Assets.
Elements:
Note: Options like Pinging or Copying Asset Path won’t work with multiple Assets selected!
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This set of tools and buttons allow you to directly access and interact with your selected Assets at any time without needing to resort to the Project Window.
When clicking on a Prefab Asset, it will show up in the Asset View itself instead of in the GameObject View.
This is meant to be a fast way of checking and editing Prefab Assets, so keep in mind the following:
If you need a more precise Prefab inspection, just use the "OPEN" button at the Asset Bar to open the Prefab Asset in a dedicated Prefab Mode Tab with all options available!
The Asset View offers various customization options to optimize your workflow:
All these Settings can be changed in the Settings Window and by opening the Asset View Context Menu.
As with the Tabs Context Menu, right-clicking the Asset Bar will show up the Asset View’s own Context Menu. Here, you can trigger basic actions and change settings of the Asset View.
The available options are:
When you open CoInspector after a restart or a crash, you'll be asked to restore your previous workspace. This will also happen after switching to a scene you've previously worked on.
This is the result of Sessions, a built-in auto-save feature that keeps track of your workspace in every scene and allows you to keep it consistent between editor restarts and scene changes, including your Tabs, Assets, History Tracking, and even your closed Tabs!
By default, after loading a Session or changing scenes, CoInspector will show you the Recovery Screen, listing the number of Tabs and your choices to proceed:
(Tip: You can see more info about the recovered Tabs by hovering the message!)
This will set your Sessions Behavior, or the way you prefer the system to handle the process:
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You can change your Session Behavior via the Context Menu and the Settings Window.
Due to a limitation in the way Unity tracks inactive GameObjects, CoInspector won’t be able to restore Inactive GameObjects after the Editor has been closed.
This means that, once the Editor has been closed, inactive GameObjects previously included in your Tabs, multi-target Tabs, or history will be omitted when restoring a Session.
We’re actively working on finding a universal solution to this limitation.
CoInspector provides a comprehensive Settings Window, which can be found in the Window section of your Unity menu.
These are the settings that control the broad behavior of CoInspector and Sessions.
Settings that affect Tabs, their behaviors and their appearance.
Customizes the Appearance of your Tab Bar.
Settings that control how you scroll Tabs with your mouse wheels.
Settings that affect the Asset View. Only available when Asset Inspection is enabled.
Clicking this button will reset all the settings in this window to its default values, but keeping all your existing Sessions intact.
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These settings should allow you to tailor CoInspector to your needs and preferences. Feel free to explore and adjust them until you find a workflow you’re comfortable with.
We like to offer as many options as possible, so if you miss any setting or would like to have more control over some specific feature, please let us know at hey@stuff-solution.com.