Scene Visibility Tools - Info and Discussion Thread

I’ll try to address all of those in a few summarized answers:

Customizing: Yes, we plan to have a public API so users (and especially Asset Store developers) can customize and make advanced use of these new tools.

Game View vs Scene View: There is a “Hidden Items” toggle in the scene toolbar, which also shows a count (it’s a little bugged out in a11, sorry, a12 fixes that). Just like lighting, post fx, and audio, you can toggle this on/off without changing any actual settings.

We are very, very specifically targeting only in-editor visibility here. Especially as scenes get large/complex, hiding and isolating visual stuff in-editor only becomes hugely beneficial. However, just toggling the enable/disable checkbox can wreak havoc on your scene…or you might forget to re-enable before building out the game (oh, how many times I’ve done that…). Plus hotkeys, isolate saving the pre-existing vis state, ability to toggle the effect on/off, not “dirtying” the scene for source control, many more benefits that form the reason these vis tools are fundamental to 3D apps. There’s always room to improve on old standards though, so feedback is great, thanks!

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Thanks, appreciate the info- we’re on the fence with this one and it’s good hear everyone’s initial reactions!

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Sure, I can see the use for “hide only in game view” on UI items…however that would be a much different goal/scope than this tool, sorry. Like the user “riza” suggested though, I think a custom solution would work best for that- something like a custom script which disables the UI item in-game only, would work well.

Didn’t try it but this is really welcome, especially when trying to work in interiors.

When you’re at it, I would love to see a Group/Layers system coming to unity, mostly for visibility also.
Like if my hierarchy would be:

  • House 1

  • Walls

  • Wall_corner

  • Wall

  • Wall

  • Roof

  • House 2

  • Walls

  • Wall_corner

  • Wall

  • Wall

  • Roof

Being able to put Walls for instance into a group and toggle their visibility.

There was a tool called pro groups that did ecaclty that.

I hope this tool is coming back now that the developer works at unity.

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I don’t know if this is the right place to ask, but given that you are overhauling the scene editor in 2019.1 are there plans to support temporal image effects like TAA in the scene view?

What I think is that unity needs more panels

  1. Hierarchy ( its like Maya outliner )

  2. Display layers / groups ( look at Maya layers for hints how to do it right ) Layers can have colours, can be reference only etc.

  3. Library with all your game objects sorted in the way you like.
    Not like the project panel but with your own layout not dependent on how its stored in the folders. From the library you should be able to quickly add new game objects to the scene

  4. Shelf, where you can add icons that do custom scripts

Some of these I think are being worked on already, and I think display layers / groups are top priority for project organisation.

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Is this the team that’s working on “Scene Fragments” (Folder like containers in the scene) shown in this year’s Roadmap earlier at GDC?

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I like those eyes icons better in that roadmap picture than the one we currently get

Grouping (separate from Hierarchy) is definitely on the radar, like you mentioned we used to have “ProGroups” and I really want to re-animate that project, but much better and tightly integrated with Unity.

Custom project library is interesting, the Grouping stuff could possibly handle this, it’s been considered.

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Nope, that’s another group, but we are working closely with them (and others) to make sure everything aligns nicely, no overlap :slight_smile:

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When grouping is to be used as a library then it would need to be able to show thumbnails.

This tool has some of the functionality that I think would be good for a custom library tool.
being able to import from folders.

I’m using pro groups and one thing that I like very much is that I can have both items from the hierarchy and from the project folder easily accessible. and that I can click on then to quickly locate them.

This is interesting. I was just showing Unity to our artist so that he could make some changes to the scene. The first thing he wanted was a way to disable selection of some objects (like in Illustrator or Photoshop) so that he wouldn’t select them by mistake. My answer was to lock the layers, but we use the layers for gameplay mechanics and this could break them. Also, putting objects you don’t need right now on a different layer and lock them is very cumbersome.

In my opinion a lock functionality would be more useful than fully hide those objects, because we’re usually trying to move/edit some objects with respect to other objects in the scene, Especially in 2D games where you have a lot of layers on top of each other and want to move some objects and match them to background.

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Blender now also has layers / collections / groups whatever you want to call them. this is really helpfull for organisation

And a nice feature clickable workspaces / layouts

Unity has layouts, it would be cool if I could assign those to buttons in the top bar, so they could be accessed with the mouse

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Thanks for the input! Lock is already prototyped and working internally, we just need to ensure we’ve got it set up correctly. Makes me miss the Asset Store days, when I could toss out half-baked ideas anytime :smile: We’re taking the time to do it right though, since it’ll affect every single Unity user. Good to hear this will be useful for you!

Yep, agreed! Much of this is in planning/ideation stage, really looking forward to around GDC time, we should have lots of these core improvements to show.

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Could you also add an option to use a different LOD Bias in the Scene View?
https://feedback.unity3d.com/suggestions/lod-bias-option-for-scene-view

We started using Level Of Detail via LOD Group recently and one caveat we ran into is that the Scene View culls objects using the LODs as well. Sometimes this is great, but while building a level, it’s often inconvenient.

The problem for us is that while building the level, we would like to see farther and especially smaller objects than in the actual game view. Looking farther means LODs should get culled much later, which allows us to see smaller objects, like stones for example, while painting them from a certain distance.

The workaround we currently use is to set the LOD Bias in Quality Settings to 10000. However, it already occurred that people commit this change to version control by accident.

We would like to see an option where we can modify LOD Bias in the scene view only and it should not modify any project settings.

PS: I actually posted this in the General Support Forum ( * ), but then saw this “Scene Visibility Tools” forum thread and thought it a perfect fit.

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Hi Peter! That sounds like a solid request, it wouldn’t be part of this feature, but we could definitely look into a scene toggle/control for editor only LOD settings. Thanks for the idea!

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Might not be the right thread but since we’re talking about tool in the scene view, it could be nice to have a toggle to sync scene camera and game camera.
I know it’s pretty easy to do with editor scripts, but having it by default could be nice.
Especially with the new prefab new isolation mode, I always need to move my game camera to see the change I made in isolation.

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Would be cool to have a toggle in scene view to hide objects by type(mesh renderers, lights, reflection probes etc)

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This sound like a more generic and handy version of Light Explorer window. I like it.