Current version 1.0.0.08.26

Documentation

Groups and Multi-Scene Workflow

Group rules, per-window filters, Search, and additive scenes.

Group structure

A group is a registered root GameObject. Its descendants are its members, and no Awesome Hierarchy component is added to the scene.

Groups cannot be nested. If a registered group is parented below another GameObject, it stops acting as a group. Undoing that hierarchy operation restores its group status during the current session.

Moving a group root to another loaded scene transfers its registration to the new scene metadata.

Loaded scenes

Awesome Hierarchy reads every loaded scene. Group chips are ordered first by loaded-scene order and then by root sibling order.

Each scene forms a separate chip block. A divider starts every scene after the first when the bar is expanded. In collapsed mode, a compact vertical divider separates scenes when space permits. Chip labels keep the original group name even when several scenes contain groups with the same name; the tooltip identifies the owning scene and path.

Closing the scene that owns an active group returns that Hierarchy window to All.

Independent Hierarchy windows

Each native Hierarchy window owns its active group and expanded or collapsed group-bar state. The selected group is restored across scene reloads, domain reloads, and Play Mode transitions during the current Unity session. Closing a Hierarchy window removes only that window's state. Restarting Unity begins at All.

Selecting a group and entering text in Unity's Search field produces an intersection: only results that belong to the active group are shown. Clearing Search returns to the complete selected group. Switching back to All restores the normal loaded-scene view without discarding the Search text.

When a group is selected, its direct children are displayed at Unity's normal root indentation. Guide lines stop at the hidden group root so they represent only relationships visible in the filtered view.

Unsaved scenes

Groups in a new unsaved scene work immediately in memory. Saving the scene for the first time creates its per-scene metadata file. Until the scene has a GUID, the temporary group data is local to the current editor session.