⚡Full Feature List
Last updated
Last updated
Better Transform was created using Unity's new UI framework for the fastest and most comfortable user experience. It provides a more user-friendly and intuitive representation of properties in the transform inspector. It can automatically hide labels and switch styles according to the inspector's width to fit your use style.
If you ever feel like too much information is cluttering everything, easily hide what you don't need.
Here is a full list of features of the asset
By default, you have to use Unity's scale system to organize and fit objects in the scene. Which is basically guessing how big/small an object should be. This often results in objects looking disproportional. With Better Transform, you can see and modify the actual size of the object from the inspector, not just the scale.
See the size in the scene view with a gizmo, which is fully customizable.
This size calculation can be done for just the object or the combined size of every child object under the selected object, which is called Hierarchy Size in the asset. It is done automatically when you select an object so that the inspector always shows the size.
But, if you are checking the hierarchy size and have an excessive amount of child objects, this is not automatically updated. This is to avoid the calculation slowing down the inspector. How many is too many is up to the user depending on the complexity of the project and the system they are using. The amount can be modified in settings. You can click the check size button to check manually.
By default, the selected unit is 'meter'. This is the unit used by Unity.
There are ten premade units. You can easily modify these units. The value of a unit is the value compared to the 'meter'.
To find this, click the settings icon at the top left corner and then click scale settings.
You can write quick notes about an object. There is no need to add an extra component and clutter your inspector for this to work. The notes have three different styles. Unlike other style settings, this is not shared across everything else. Meaning, for example, you can have a big eye-catching note with a colorful background for the game manager script and a normal note for others.
As a forgetful person, I constantly forget what some things do in my large projects, which one of the 15 grass prefabs in that asset I am actually using and why. This makes it easier for me when I can leave a note. - Developer
This is the default note style. Notes are only shown when you hover over the little note text.
Switch between global and local transform in the inspector with a single click just like the scene view. A fully customizable inspector for better workflow.
Quick action buttons to copy, paste, and reset fields for a faster development experience.
These buttons can be completely turned off in the settings and they are automatically hidden if the inspector is too small, to avoid these buttons causing issues when trying to check/modify values in the fields.
The buttons can also copy a group of objects' position/rotation/scale and apply to another group of objects.
Paste buttons tooltips will show what is copied and if multiple object is selected and copied, which values will be pasted on whom.
Paste buttons are now not interactive if there is nothing to paste.
You can also preview and modify the interactive transforms of child/parent objects at a glance from the inspector.
These are loaded into memory as needed, so, it doesn't hurt performance. The foldouts are closed by default and only when you click to open them, the extra inspectors are loaded into memory and disposed of when you deselect the object. But the entire procedure happens seamlessly, so it doesn't cause any delays or slow-downs.
Technically, as there are no limits, you can open the inspector of thousands of child objects at once. At that state, there will be slowdowns but I don't think there are any users that will ever need that.
You can optionally modify the color of the inspector to fit your taste.
Some prefab overrides are ignored by Unity, like when you click Apply All and Revert All changes on the prefab. These are marked with a gray indicator to better differentiate from other applied changes. The asset doesn't change how the prefab system works. It just adds visual clarity.
A Unity GUID (Globally Unique Identifier) is a unique identifier assigned to assets in Unity, such as scenes, prefabs, and other files. It’s used to reference these assets uniquely within a project or across different projects.
It's a series of random numbers and letters.
Although this is off by default, the visibility of this can be toggled on so that you can debug your project.
The complete inspector will automatically adapt to the inspector width and turn labels on/off, switch styles to always give you the best possible experience.