Outline when selecting sprite in the editor?

Hello, coming from Unreal Engine 4, I’m having a hard time selecting sprites in the editor, as it doesn’t actually show which one is selected aside from the transform gizmo.

Is there any way to highlight the selected object or maybe some kind of plugin to do this in editor?

Thanks!

Are you perhaps having issues with the UI layering in front? If you have a bunch of sprites and some UI in front of it, clicking into the scene will often hit the UI chunks first, and that can take a LOT of clicks to work through.

The lazy solution is to keep clicking on that same spot until Unity digs into the actual thing you want. OH! Wait, you clicked one too many times, gotta start over.

The Dragon Technique™ solution is to remove your UI from the scene and load it additively only at runtime, keeping your (multiple) scenes nice and tidy.

If that’s not what you’re talking about, could you perhaps screenshot and show what you’re trying to hit?

So I’m attempting to switch my game over to Unity from UE4, but here’s the issue I’m having.

In UE4 it’s very clear which object/sprite you have selected when transforming them. (The Bushes in the BG)

However in Unity you have no idea what actual sprite is selected unless you move it and then ctrl+z. Even then, it’s hard to adjust when there’s many layers and you can’t really see it’s scaling well.

I would have thought this existed as Unity is the superior 2D engine, though I can’t figure out how to outline the sprite I have selected?

Interesting. I’ve used sprites so little in Unity… I’m either in the UI or in 3D.

You can actually turn on the RectTransform tool (usually only used for UI) and it shows you the outline. You can then slide the selected sprite around and scale it easily, but it doesn’t support rotate, which would be pretty fundamental while placing sprites in an environment.

Ah yeah just noticed the RectTransform too, thanks! As long as I can actually SEE what I’m selecting it’ll be much easier lol, rotation should be fine without. :stuck_out_tongue: