Unity Basics
  • Welcome
  • Getting Started with Unity Software
  • Helpful Shortcuts
  • The Unity Software Interface
    • The Default Interface
    • The Windows (Tabs)
      • Hierarchy Window
      • Scene Window
      • Project Window
      • Inspector Window
      • Game Window
      • Console Window
    • Other Layouts
      • Create a Custom Layout
  • Create
    • Creating Game Objects
      • 3D Primitives
      • Creating Game Objects in the Editor
      • Spawning Objects
      • Unhiding/Hiding Objects During Gameplay
      • Parenting
    • Creating Assets
    • Creating Components and Scripts
      • Adding Components in the Inspector
      • Creating Custom Components and Scripts
    • Creating Prefabs
  • Select and Update
    • General Selection
    • Search and Focus
    • Updating Game Objects
      • Updating Game Objects in the Editor
      • Updating Prefabs
    • Updating Assets
    • Updating Components
      • Update Components in the Inspector
      • Accessing Components Through Scripts
  • Delete
    • Deleting Game Objects
      • Deleting and Disabling Objects in the Editor
      • Using the Destroy() Function
    • Deleting Components and Scripts
      • Disabling and Removing Components in the Editor
      • Disabling and Removing Components During Gameplay
  • Translate, Rotate, and Scale
    • Intro to Transforms
    • Handy Transform Shortcuts
    • Translate
      • Positioning Game Objects in the Editor
      • Updating Position Through Script Code
      • Using the Transform.Translate() Function
    • Rotate
      • Rotating Game Objects in the Editor
      • Updating Rotation Through Script Code
      • Using the Transform.Rotate() Function
    • Scale
      • Resizing/Scaling Objects in the Editor
      • Updating Scale Through Script Code
    • Controlling Speed
    • Common Issues with Transforms
  • Materials
    • Material Basics
      • Creating and Applying Materials
      • Accessing Materials Through Code
  • Physics
    • Physics Basics
    • Colliders and Triggers
      • Collider Component Overview
      • Accessing Colliders Through Scripts
      • Common Issues: Colliders and Triggers
    • Rigidbody Component
      • Rigidbody Component Overview
      • Accessing the Rigidbody Component Through Scripts
      • Common Issues: Rigidbody Components
    • Common Issues: Physics and Velocity
  • Interaction
    • Interaction Basics
    • Keyboard Controls
    • Mouse Controls
  • Coding Basics
    • Intro to Scripts
    • Variables
    • Conditionals (If / Then / Else)
    • Arrays
    • Loops
    • Functions
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On this page
  • Adding a Built-In Component
  • Duplicate, Copy, and Paste
  • Copying
  • Pasting

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  1. Create
  2. Creating Components and Scripts

Adding Components in the Inspector

PreviousCreating Components and ScriptsNextCreating Custom Components and Scripts

Last updated 4 years ago

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Menus below may vary depending on what packages and plugins have been installed.

Changes and additions made to game objects while in Play Mode will revert back to the values before playing.

You can copy the component and its values in Play Mode, then paste the values or as a new component when no longer in Play Mode.

Adding a Built-In Component

When you select a game object or asset, you will see the Add Component button at the end of the components in the :

Click this to open up a list of components and a search field.

It starts with categories. Once you click on a category such as Physics, it will show you subcategories and components.

The search field is powerful, showing components matching your search term as you type it in.

The search is remembered and appears the next time you click Add Component.

Click on the component and it will be added to your game object or asset, appearing in the Inspector window at the bottom, above the Add Component button (and Material, if it exists).

Duplicate, Copy, and Paste

Copying

You can right-click on any component and click Copy Component.

Pasting

To paste a full component right-click in the Inspector Tab and click Paste Component As New.

If you are copying values from one object or asset to update another, click Paste Component Values instead.

Reset will return all values to a built-in default value.

Creating Custom Components and Scripts
Updating Components
Deleting Components and Scripts
Inspector