Firstly, why am I posting this in General? Because as a whole I feel this place has become a bit of a circle jerk for bitching about Unity and we’ve become that person berating someone at their place of work and Unity employees being professionals, sit there and take it. Also, I couldn’t find any sort of suggestions forum.
I figured instead of screaming into a void on the internets to vent the frustrations of 2021, maybe I’ll try to foster some sort of positive discussion that leads to something fruitful (I realize this is a pipe dream). Also by posting this here, I’m better able to procrastinate working on my project, and I selfishly want more eyes/minds on these suggestions. If anyone can think of a better means of implementing these things who understand the underlying structures of the Unity, that would be great. And of course if anyone has other big ideas with small(ish) solutions to big problems with unity, feel free to add them.
These are big problems worthy of general discussion that may have big payoffs for us in “general”, with easy solutions: low hanging fruit.
Issue #1: It’s a pain in the ass to collapse the main asset stack in the editor, not only do you have to manually scroll up to the top of the list, you then have to Alt+ Click the collapse button to fully collapse everything.
So why is it helpful to be able to fully collapse things in your scene? Because as your scene inevitably balloons, it becomes a nightmare trying to move anything from one parent transform to another, or you simply get bogged down from a singular mass list of junk that fights you at every turn for order. You lose track of where the other thing was as you drag your asset to the top of the list and it painstakingly, slowly navigates in the direction of where you want to move said thing.
If everything is collapsed, and you select the asset you want to move, and click an asset within the hierarchy of where it wants to go, you will have a fighting chance of moving that thing to where it needs to go as only the paths of those 2 things roll open. It tidies things up and only exposes things that you have clicked on recently.
But if you’re in the bowels of asset list hell, this chore becomes unmanageable.
It is so absolutely useful to collapse, that I would suggest the default clicking should be made the standard left click toggle of the button, or at the very least make it so right clicking does a full collapse of all assets in the scene, better yet, make a prevalent hotkey like spacebar, automatically collapse everything in your scene. It’s that useful, it should have that much real estate.
Issue #2: “Time to navigate back to what I was just working on a moment ago”
It cannot be understated how much of our time is wasted trying to find that thing we were just working on 30 seconds ago. If I had to estimate, I would say over 20% of my time fiddling with dials and settings and iterating on gameplay is a constant grind of clicking on things, typing their name in the search bar over, and OVER, and OVER AGAIN.
Currently, If i want a few inspectors locked into a few things I am currently working on, I have to right click the inspector tab, go to add tab, click inspector, undock the now docked tab, move it somewhere, find the things I want to work on over time, and click the lock button on the inspector. It’s a pain.
Proposed solution: A collapsible list of things you worked on recently, based on the “undo” list, but with a better ability to navigate to that thing, so you can tweak and tune things in rapid succession without the content headache of finding those things over and over again, in your scene and project hierarchies. You guys have a great existing system that highlights changes with the prefab system, if you integrated this with the undo history, you would have a magical tool that would allow designers to quickly hop between things they are working on.
So imagine this:
But instead of prefab changes, it would keep track of recent changes globally in the project akin to an undo list, but not for the purposes of mass undoing, for the purpose of quick selection of recently worked on assets
Bonus Solution: Make middle mouse clicking a component automagically create a duplicate inspector window of that asset that is locked and auto docks on the right side of a floating set of assets you are currently working on. Here is a visual example of what this would look like if you right clicked the component to accomplish this task rather than middle mouse clicking, “Create work window” green for clarity:

Thanks for looking this over everyone!





