To set up the toolbar, navigate to Project Settings / [Editor] Custom Toolbar.
Here, you can easily add/remove new items to the toolbars.
Toolbar Splitter : Represents the basic buttons of the toolbar (Play/Pause).
Elements positioned before this element will be on the left part of the toolbar,
while those positioned after will be on the right.
Spacer --10-- : A spacer where you can edit the width.
[Slider] Timescale : Slider to change the Application timescale.
[Button] Reset Timescale : Button to set Application timescale to 1.
[Slider] FPS : Slider to set the Application target FrameRate.
[Dropdown] SceneSelection : Dropdown containing all Scenes in "Assets/Scenes" and "Assets/Plugins".
Easily load the selected one.
[Dropdown] Project Folders : Dropdown containing all Folders in projects.
The selected one will open a Windows folder of it.
[Button] Start from first scene : Set Editor in Play Mode starting from the first scene in BuildSettings / Scenes in Build.
[Button] Disable Saving : Prevents PlayerPrefs from saving data while active.
[Button] Clear PlayerPrefs : Clears Player Prefs.
[Dropdown] Gizmo Attribute : Enable custom C# Attributes that draw variables' gizmos in the Scene.
A more detailed explanation in the C# Attributes for Draw Gizmo Section.
List of custom C# Attributes allowing you to display different variables as a gizmo in the scene view.
NOTE : Gizmo rotation is based on the object Transform.Forward.
To enable Custom Gizmos in Scene, enable - [Dropdown] Gizmo Attribute - in the Custom Toolbar.
This will activate the Custom Gizmos section in the Unity Toolbar, offering several options.
In this Dropdown, choose to always display all Gizmos or only those of the selected object.
In this Dropdown, choose to display Gizmos and variables Value or only Gizmos.
All parameters are optional:
Color : Since we can't pass Color() as parameter , select from the GizmoColor Enum.
Thickness : Thickness of Gizmo Line.
Direction : This is a little tricky , since we can't pass Vector3 as a parameter, we pass a new float[] with 3 elements, representing X, Y, Z.
Note: all directions are based on object Transform.Forward.
Note : the direction in the example is equal to Vector3(0,1,-1).
[DrawCircle]
[DrawSphere]
[DrawLine]
[DrawSolidArc]
[DrawWiredArc]
[DrawPoints]
Note: Attributes refer to the first variable after them, all work with int or float types, except [DrawPoints] which needs a Vector3[].
Simplify your inspector interface by organizing variables with a custom attribute.
Create order and enhance understanding of object properties in your project.
[Foldout] : Start new Folder
[FoldoutEnd] : Close opened Folder
All the parameters are optional :
Name: the string shown as folder name in the inspector.
Color: since we can't pass Color() as parameter , select one from FoldoutColor Enum.
Note: Starting a new [Foldout] group without closing the previous one will closes it automatically.
Note : any variables left out of a [Foldout] group are normally displayed in the inspector after all folders.
When you have several overlapping objects, simplify the selection by pressing CTRL + Right-click. A menu will open with all the objects close to the mouse. Here you can filter and select the desired object.
CTRL + Right-click : will open nearest object panel.
Quickly view the components present in all GameObjects in your scene.