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Coding for Creatives Spring 2021
  • Hello
  • Class Exercises
    • Week 2 (Variable) Activities
      • Getting Blobby (Processing)
      • Unity Activity Notes
      • TouchDesigner Activity Notes
      • More Variable Activities
        • Star Wars Name Exercise
        • Mad Libs Exercise
    • Week 3 (If/Else Statements) Activities
      • Rubber Ducky Activity (Unity)
    • Week 4 (Loops) Activities
      • Using For and Foreach Loops in Unity
      • More Loop Activities
        • Movement Using If Statements In Processing
        • Moving Shapes in Processing
    • Week 5 (Arrays & Lists) Activities
      • Moving Squares Activity
    • Week 6 (Functions)
      • Mario Activity
      • Raycasting (Unity)
      • More Functions Activities
        • Snake (Processing)
    • Week 8 (Randomness & Object Interaction)
      • Bouncing Ball (Unity)
    • Week 9 (Creating Custom Objects)
      • Creating Custom Objects (Processing)
      • Cannon Game (Unity)
    • Week 10 (Sensors & TouchDesigner)
      • TouchOSC
      • More Activities
        • Audio-Reactive 3D Shapes
  • Glossary and Terms
    • Blank Space / Canvas Origin
    • Shapes / Primitives
    • Color
    • Movement
    • Control
    • Variables
      • Declaring Variables
      • Assigning a Variable
      • Using a Variable
      • Data Types
        • Floating Point or Float
        • Integer or Int
        • Boolean or Bool
        • String
      • Casting a Variable
    • Arrays
      • Creating Arrays
      • Assigning Values to Arrays
      • Using Array Elements
      • Multi-Dimensional Arrays
      • Common Errors
    • Conditional Statements (If/Else)
    • Operators
      • Relational Operators
      • Mathematical Operators
      • Logical Operators
    • Loops
      • While Loops
      • For Loops
      • Foreach Loops
    • Functions & Methods
      • Creating a Function
      • Calling or Invoking a Function
      • Parameters & Arguments
    • Interaction
      • Mouse Interaction
    • Objects, Classes & Libraries
      • Accessing Objects
    • Node-Based Programming
  • Processing Info
    • Overview
    • Interface
    • Template
    • Printing to the Console
  • Unity Info
    • Overview
    • The Default Interface
    • The Windows (Tabs)
      • Hierarchy Window
      • Scene Window
      • Project Window
      • Inspector Window
      • Game Window
      • Console Window
    • Other Layouts
      • Create a Custom Layout
  • TouchDesigner Info
    • Overview
    • Popular TOPs
    • Popular CHOPs
    • Popular SOPs
    • Popular DATs
  • Arduino Info
    • Arduinos!
    • The Parts
    • The Setup
      • Using the Serial Connection
      • Output Component Setup Examples
      • Input Component Setup Examples
      • Create a Night Light
  • Templates & Shortcuts
    • Power of Negative 1
    • Modifiers
    • Start Codes
      • Processing Start Code
      • HTML, CSS, JavaScript Start Code
    • WASD Movement Code
      • Processing Example
      • Unity Example (3D)
      • Unity Example (2D Platformer)
    • Parenting Example Script
  • Useful Links
    • Share & Show Off
    • Software & Apps
    • Free & Affordable Game Assets
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On this page
  • Default View
  • Game Object Header Information
  • Asset Header Information
  • Transform Component
  • Components
  • Add Component Button
  • Extras for Assets
  • Still lost?

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  1. Unity Info
  2. The Windows (Tabs)

Inspector Window

All the details of your assets and items

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Last updated 4 years ago

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One of the most important windows, the Inspector shows all the components and attributes of a selected game object or Asset.

Default View

The information in the Inspector window changes depending on what game objects and assets you have selected.

Example of a default sphere game object when selected in the Hierarchy window:

Example of a default empty game object when selected in the Hierarchy window:

Example of a Main Camera game object when selected in the Hierarchy window:

Example of a directional light game object when selected in the Hierarchy window:

Example of a material asset when selected in the Project window:

Game Object Header Information

The header generally shows the following elements for selected game objects:

Icon, Label, or Gizmo - represents the type of game object. Click on this icon to change it.

Active (checkbox) - objects can be turned on and off Notes: - Shortcut: ALT + SHIFT + A - Scripts trying to access inactive objects will give you an error.

Game object name - Can be updated within the Inspector window

Static (checkbox) - Whether the object is Static and the type of static. Click on "Static" to see more options.

Tag (Dropdown) - Tags can be added or selected from a list to help with organization and access through a script.

Layer (Dropdown) - Layers can help a script determine how elements interact with certain objects.

Asset Header Information

The header generally shows the following elements for selected assets:

Icon / Preview representing the type of asset

Name - This can be changed in the Project window or within the Assets folder

Connection to other assets - Some assets use other assets (materials use shaders) and will have a reference to it.

Commands (Buttons) - Open folders, prefabs, and scripts.

Transform Component

You'll notice that every game object in your scene has a Transform component that stores coordinates for the object's position, rotation, and scale.

Components

Components are really just pieces of script that you can add, update, and remove from game objects. Many have default built-in components so you do not have to write them yourself. They are even accessible by other scripts!

Components will not be covered in depth here, so please use the Unity documentation for specific details.

Let's look at some common elements of a component as it appears in the Inspector window:

Components can pile up in the Inspector window, so there are dropdown toggle triangles on the left. You can use these to collapse the entire component or sections of attributes.

Many components allow you to turn them off and on by using the checkbox to the left of the component name.

Note: Scripts will give an error if they are trying to access a component that has been turned off.

Add Component Button

At the bottom of the list of components, there's an "Add Component" button. This provides a list of current built-in and user-created components to add. You can also create a new script through this menu and it will automatically appear on that game object after naming it.

Extras for Assets

Many assets have previews within the Inspector window at the bottom.

The preview allows you to preview materials, videos, audio, and animation.

The blue "label" icon on the right allows you to label your assets with one or more labels.

Still lost?

Use the icons seen on the top right of components and parameters for Unity documentation, presets, and settings:

For information on Asset Bundles, please see the .

Unity documentation