You mean like when you type “BoxCollider” into the search box in the hierarchy, like, right now? Did you try it?
Edit: Thinksquirrel beat me to it. (The “t:” is optional, but it will make sure you only see objects with components of type BoxCollider, as opposed to objects named BoxCollider.)
If its a component you can right click on it in play mode, click “Copy Component”, stop play mode, right click again and “Paste Component Values”
But what I miss the most every day are bone selecting handles for all hierarchies used by SkinnedMeshRenderers. Right now when I click on a character it always just selects the SkinnedMeshRenderer game object, so it is a real pain going down 20 bones in the hierarchy to select a finger bone.
“Collapse/Expand All” options when right-clicking on game objects in the Hierarchy would also be most helpful
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I wonder if it would be good if Unity had a separate feedback for small improvements similar to Autodesk’s “small annoying things to fix”. Not bugs, but little inconveniences that would be quick and easy to improve that may have no hope of being voted on enough to be noticed over the bigger requests in the current feedback system.
Just send them in as bug reports, and get them onto the issue tracker. My support and sustained engineering guys have a pretty good handle on what’s small and annoying, and can probably fix simple things as part of the patch release process.
I really miss an option to lock an object in the hierarchy so it can’t be edited (inspector is grayed out, the object can’t be moved,rotated,scaled, selected in the scene, re-ordered in hierarchy).
Yes, the only way to do this right now is putting it on a layer and locking the layer. It works but still, a straight way to do this would be really awesome…
Unity really needs to start implementing more of these small features, something like the math operations in the numeric input fields, I really like handy stuff like these, it saves time!
The Scene viewports currently predate modern 3D DCC viewport & UI standards. This is an area that is in everybody’s face, we all have to use it, and it needs seriously bringing up to date.
Select Tool (get that transform gizmo out of the way please)
Selection highlighting (!!)
Selection Locking (to prevent re-selecting with the other transform Tools)
Camera/SceneView matching/locking (so obvious it hurts)
Light views
split-pane mixed views (or at least proper support for multiple Scene tabs)
A proper SceneView.camera interface (some of the above can be done through the current interface, but it’s woeful as the SceneView.camera isn’t a normal camera, and manipulation of it’s matrix malforms the Scene UI, i.e. axis picker gizmo, and requires running a Play session to clean itself up).
etc (look at any 3D application for some great ideas on array operations, alignment tools, selection grouping, background planes, antialias settings and more)
Views are obviously still in active development as Unity 5 brought some nice features for debugging scenes, but these aren’t especially helpful to artists or level designers, and these are the guys that use unity as an editor, not just an output monitor.
I find it frustrating enough just editing old-school self contained games with normal levels. I can’t imagine how painful it must be for anyone attempting to build huge, complex open-world environments.
I have a lot of scripts in the Execution Order list, and it’s a bit hard to find a certain script without some sort of highlight.
Perhaps, when you click on the “Execution Order” button, you could have Unity highlight the script that was previously selected (assuming it’s already in the exec.
Or maybe display the execution order value next to the execution order button.