Hierarchy Icons

Item in the scene hierarchy should be given different icons.
4967006--483605--Change2.PNG

1 Like

They could do this, indeed. They could add the option for picking the icon you prefer on the gameObject, based on the scripts you have attached to it. By default, the icon could be the standard cube or even the first script with an icon that is attached to the objects. Although, that can be a quite disorienting feature if you think about it. Icons with mismatching sprites, and things alike.

I’m not entirely sure if this works well. My feeling tells me that it would be reasonable to pick the icon from the first component following the Transform, since it feels right to put the most important component on top. However, we also need to support prefab and prefab variant icons. All in all its a relatively difficult problem for Unity to solve, because in Unity there is no Camera or Light GameObject. A GameObject is nothing but the sum of its components and some tags, so how would we handle all the special cases? Camera component and CinemachineBrain for example. Users could pick their preference, but we also don’t want to be customizing thousands of objects all the time just to set the icons.

Ludiq (the developers of Bolt) created a new editor workflow plugin called Peek.

One of the features is that small “component previews” list.
4993274--487694--upload_2019-9-23_17-2-27.png

However the preview is only there for the selected element. If you want to know if “Main Camera” has a camera component, you first have to select it. My guess is that it was an intentional design from the Ludiq devs. I can imagine the hierarchy getting hard to read if there are a lot of components