I’m not sure if all of my needs are what you’re asking for, and I have so many - but I’ll list them if I think they might be related.
I’ve always been frustrated with navigating menus to toggle settings, and often losing focus to those windows (partially my fault for not locking them) and having to navigate the menus again. Moving them to a top-right dropdown menu would save so much time. Maybe making them a new Inspector tab when you open them would also go a long way to solving this issue.
I’d also like to jump on the: providing default import settings to modify (in GUI). If you can think of a way to consolidate materials that are exactly the same but are separately generated this could be a helpful tool related to import issues.
A better Console. The improvements to be made in this area are vast, and can be partially found in multiple asset-store purchases. Making it more obvious when errors are toggled/collapsed would be an important part of this!
An in-engine whiteboxing tool. Almost very person working with Unity finds out very quickly that working with cubes/planes/etc is almost useless, and there’s little to no options apart from learning 3D modelling. An inbuilt CSG tool would do so much for level design pipelines and a whole load of filler modelling convenience.
Better grids and grid-snapping. There’s only one axis of grids, at one height, and you can’t snap to them, only intervals. They don’t really have much of a point other than to give the Scene View some perspective.
It’d also be nice to have a pie menu of some kind to transition between top-left-front-perspective-etc to skip having to click and axis and the perspective/orthog toggle. Having some memory of what perspective you came from would be crucial to making this toggle work fluidly. Perhaps a bookmarking system for the Scene View could be implemented.
Collapse the UnityEvent GUI down to a minimum when the list is empty. I need myself some more screen real-estate!
A way to easily create an empty zeroed GameObject parent to group other GameObjects (CTRL-G may be unused, could even use CTRL-SHIFT-N when multi-selected?)
Multi-axis scaling in the Scale tool. Currently using the rect-transform tool as a workaround.
In relation to the suggestion of fixing the animation search, it’d also be handy to fix the issue more globally.
It’d be nice to additionally include MainAssets containing SubAssets of type in a search (only showing the MainAsset and relevant SubAssets), plus showing the MainAsset related to the SubAssets returned by a search.
This way you’d fix searching for Meshes with silly names (eg. polycube5) by searching for the Model (MainAsset) instead, and also filtering the many similarly named SubAssets returned by a search by being able to see their associated MainAsset.
(Bit of a tautology but hopefully it explains my reasoning)
I may edit more into this post later if I remember.