We’re excited to kick off the public Beta for Unity 6.6 and start sharing weekly builds with you for early testing! Visit our beta landing page for the latest beta releases and release notes, and make sure to enter our 6.6 Beta Sweepstakes when you submit bug reports during the beta for a chance to win one of three GPUs.
Through the 6-6-beta tag, you can discuss 6.6 pre-releases with us and the wider community on Unity Discussions. Our goal in sharing these pre-release versions is to identify and resolve remaining issues, improving overall quality before the official release.
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I’ve noticed that in 6.6b1 the Resident Drawer is enabled by default, which causes Enlighten GI to not work in playmode, I thought it was a bug until realized it’s due to Static Batching being also enabled by default
@sebastienlh currently with Hierarchy V2 active toggle changes state of all selected objects alongside the clicked one - this is the most confusing and error-prone behavior. I’ve reported this as a bug and it was closed as By Design (for some reason I’m unable to access report). That cannot exist.
After looking into this, I have decided that this behavior is by design. Toggling the active state on a GameObject that is part of a multi-selection is intended to apply the change to all selected objects in the Hierarchy. This is consistent with how Hierarchy V1 behaves, and matches the general convention for multi-selection actions in the Editor (e.g. rename, delete, enabling/disabling components), allowing users to bulk-toggle the active state of multiple GameObjects in one click.
If I’d need to bulk-toggle multiple objects, I’d do it the old way via inspector
Just so I understand: your expectation is that if you have a multi-selection in the Hierarchy, changing the state of a toggle from a Hierarchy column should only affect that GameObject, but doing the same thing from the inspector should be a batch operation? This seems more confusing to me, but I’m willing to hear you out and am happy to be proven wrong. What is a use-case where you want to individually modify GameObjects with a multi-selection active?
Imagine you have some objects selected out of view and you toggle some other object in current view - the state of selected ones also changes and you don’t even know about it. Same happens even when they are in view, you just don’t expect them to be changed and it’s very easy to miss, feels like bug every time. I showed this behaviour to many people and everyone got extremely confused, I can’t even think of any other app that does that. Blender and Photoshop have similar toggles and they only change the pressed one + support “hold and move cursor up/down” to change other entries
This was how it worked when Hierarchy V2 was first introduced before it was fixed. From experience, this makes the active shortcut extremely annoying to use. While it might make sense for other programs to work this way since you may only be working with a small set of layers/objects, in Unity the Hierarchy can contain hundreds of GameObjects and having to hold and move the cursor would be tedious/hard.
What? If you need to toggle hundreds of objects at once you do it in Inspector.
The Hierarchy toggle is dangerous with current behaviour, I straight up disabled the column.
Oh and yeah, this behaviour is the case for every other column.
@sebastienlh I’ve checked how Light Explorer behaves - bulk changes are applied when doing so inside selection scope, and only on clicked one if it’s not part of selection. This is far more reasonable, even if still a bit error-prone. *can’t upload video for some reason, check it yourself*
@Neonage This is sparking very interesting conversations internally. We will think about something and get back to you. But more food for thoughts: the new Hierarchy does not only show GameObjects so not everything that can be multi-edited will have an Inspector representation or support mixed selections in the Inspector; if you multi-select a GameObject, an Entity, and a VisualElement, the inspector just shows the mixed selection type view, but all of those could be made Active/Inactive.