The Favorites Menu item is completely useless

The Favorites menu item is completely unintuitive. How is that supposed to work?

Right mouse button only offers Delete:

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What should be deleted?

I can’t drag anything in there either, I’d like to create a bookmark like it’s common in browsers for quick access:

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So I can’t add a new Favorite. The cube however shows up in All Prefabs now. Kind of makes sense from the wording, but really it doesn’t:

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That’s not a “Favorite”, that’s a preset for the search filter. Those menu items only occupy space in the UI.

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Yeah it’s not very intuitive in that regard. The favourites also don’t seem to be project specific which sucks.

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This feature has been around since forever. I’d love to be able to remove it, but that’s not a 2022 beta thing.

It should be a thing. An important one.

To add to this: I quickly coded it on my own since I have to switch back and forth from one gameobject and another in order to change settings. So what’s needed is definitely a browsing history. And a proper favorites manager

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This took me half a day. I’m not experienced in that stuff, so I guess there’s performance, play mode, unity restart considerations I missed and what not, but all in all with all the pitfalls I guess a Unity dev can have that feature up in about a week. With a huge impact on everyone because actually Unity users can finally stop wasting time navigating to frequently used objects.

One can add another week of course because one may want to distinguish between hierarchy and project. And a tree would be preferred for favorites. But anything would be a start. Really anything. What we have now is nothing usable at all.

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I may be misunderstanding something, but you do realize that you can drag and drop folders in there or create new search queries without coding?
Renaming works, too, but it should be more accessible (default F2).

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Ah, that’s how it works. Thanks.

But it’s useless nontheless. I want to switch back and forth between multiple objects like e. g. the terrain, the microsplat config and the texture array without jumping hoops through folders. I know about locking the inspector, but that’s just one example and I don’t want to have 3 inspectors or more open at the same time. The favorites should work on an object basis as well imo.

I wrote a small editor window with buttons to do just this. If you are interested I can post some code, but I’m sure other people have done it better. Might even be something in the asset store.

Me too:

https://github.com/Roland09/QuickNav

What’s most unfortunate about the Favourites section is that it’s shared between all your projects.

If I drag folders (or search queries) I commonly use in one project there, I just clutter the space in all my other projects, because of course I don’t have the same folder structure everywhere.

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The editor is in serious need of some love. It’s the same since thousand years…
Half of my project is editor scripts I wrote myself or bought from the asset store just to workaround its limitation, and most of them are basic or essential.
I use the favorite folder a lot however, so please don’t remove it…
I also agree that it makes no sense that the favorites are shared between projects, it is very annoying.

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I updated my tool and created a dedicated forum post in case anyone has use for it. I do hope though that Unity comes up with an integrated solution. Here’s the thread:

https://forum.unity.com/threads/free-quicknav-historys-favorites-open-source-github.1258845/

Try the favorites feature in RiderFlow; it does exactly what you want. RiderFlow for Unity: Scenery tool to build and manage your 3D space

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That would mean installing a castrated version of Rider for such a simple feature.

It’s not a version of Rider, but suit yourself.

You can’t use it unless you install the binaries that come with it, otherwise everything is locked.

can confirm very useless and cant get rid of it. my scene view could be slightly taller if not this option