Today, we want to highlight a feature introduced in Unity 6 Preview: the Piercing Selection Menu.
Selecting objects in a visually noisy Scene View can be challenging. Selection cycling alleviates this somewhat, but in complex or deep hierarchies this is still very painful. In Unity 6, we introduce a piercing selection menu that lists all objects underneath the cursor (activated through ctrl + right click on Windows and cmd + right click on MacOS).
I actually implemented the highlighting idea when the new context menus (that spiney199 mentions) were still a thing. This isn’t possible with the system context menus because it’s much more difficult to know when a context menu item becomes hovered or not, and things get hairier across different platforms like mac and linux. We may potentially revisit the idea in the future.
I’m entirely of the opinion that if highlighting on mousehover works on a OS platform it should be added and if it doesn’t work on the OS platform then just a note to say for that platform it doesn’t, people should nag the OS developers to sort there stuff out so it can be supported.
And I really want the highlighting, it removes guess work… which is the entire of point good workflow in reducing wasted steps and UX.
Good UX shouldn’t be held back rubbish operating systems lowering the bar whichever ones they maybe.
May I suggest also a radius of click that can be twiddled up and down via the mousewheel?
So I ctrl-right-click and get this list, but while it is up I can roll my wheel and increase the size of my “poke” in very fine increments, ideally one screen pixel, whatever that works out to be in camera space, and see the popup list change dynamically as I widen, narrow it.
EDIT: although, come to think of it that probably would trigger the accessibility focus rolling up and down on the picklist. Hm…
What I’d need is a selection of connected objects. Like eg if you have a tower with multiple segments I’d like to click on the roof of it and it should downwards select all the segments as well. Potentially ivy vertices that touch it as well.