# Full Feature List

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

## ⭐ <mark style="color:yellow;">Real-World Size</mark>

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.

### Scene Gizmo

See the size in the scene view with a gizmo, which is fully customizable.

<figure><img src="https://2319465635-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FjdTshTtwf5nYjMZuk3Oy%2Fuploads%2FAEe1e55F25PlfujnwKCl%2Fimage.png?alt=media&#x26;token=85294204-5a50-4e67-a27f-6ac2c21c3637" alt=""><figcaption></figcaption></figure>

### Self and Hierarchy Size

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.&#x20;

{% hint style="info" %}
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 heavy calculation slowing down the inspector.
{% endhint %}

How many is too many is up to the user depending on the complexity of the project and the hardware config they are using. The amount can be modified in settings.

<figure><img src="https://2319465635-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FjdTshTtwf5nYjMZuk3Oy%2Fuploads%2FfEVKIaPPjUNes2NrLjq1%2Fimage.png?alt=media&#x26;token=8f13e31f-4cc2-4b56-9f92-a9de334c633e" alt=""><figcaption></figcaption></figure>

{% hint style="info" %}
This foldout is hidden when the transform has no size to reduce clutter.&#x20;
{% endhint %}

### Units

By default, the selected unit is 'meter'. This is the unit used by Unity.&#x20;

There are ten premade units. You can easily modify these units. The value of a unit is the value compared to the 'meter'.

<figure><img src="https://2319465635-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FjdTshTtwf5nYjMZuk3Oy%2Fuploads%2FEKTZdWl6zn25oIKEsfHq%2Fimage.png?alt=media&#x26;token=53d76a59-3c6d-438b-9d11-81f84b7bda62" alt="" width="373"><figcaption><p>The unit configuration setting</p></figcaption></figure>

To find this, click the settings icon at the top left corner and then click scale settings.

<figure><img src="https://2319465635-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FjdTshTtwf5nYjMZuk3Oy%2Fuploads%2FhXUkL4hG7CgBESpo3758%2FUntitled%20video%20-%20Made%20with%20Clipchamp.gif?alt=media&#x26;token=e464cf50-7d0f-4315-938f-7f60fd831eea" alt=""><figcaption><p>Where to find the scale settings</p></figcaption></figure>

## ⭐ <mark style="color:yellow;">**Notes**</mark>

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

{% hint style="info" %}
Notes aren't transferable. Meaning, that prefab instances won't take notes from the original prefab. Although this can be annoying, this is to allow users to have different notes for different instances of the same object.
{% endhint %}

### **1. Tooltip note**

This is the default note style. Notes are only shown when you hover over the little note text.

<figure><img src="https://2319465635-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FjdTshTtwf5nYjMZuk3Oy%2Fuploads%2FnGqAgxkPyZFlxQmVNMyU%2FPrefab%20Notes.png?alt=media&#x26;token=c4b06acd-cd83-4e80-9f5e-134d1b48b07d" alt=""><figcaption></figcaption></figure>

### 2. Full-width top note

<figure><img src="https://2319465635-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FjdTshTtwf5nYjMZuk3Oy%2Fuploads%2FqZEeOoc5L6bSaTAgIwGB%2Fimage.png?alt=media&#x26;token=4ace4ec0-68fb-4280-b0bd-e2e70ad84fd9" alt=""><figcaption></figcaption></figure>

### 3. Full-width bottom note

<figure><img src="https://2319465635-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FjdTshTtwf5nYjMZuk3Oy%2Fuploads%2FGtFc7HQRJ5RyOnmRyk3J%2Fimage.png?alt=media&#x26;token=e74baa85-9909-42c1-83ab-a4e19a2befb4" alt=""><figcaption></figcaption></figure>

## ⭐ <mark style="color:yellow;">World & Local Space Transform</mark>

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.

<figure><img src="https://2319465635-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FjdTshTtwf5nYjMZuk3Oy%2Fuploads%2FvqNNYRK7PQ2r6N8ngxvf%2Fimage.png?alt=media&#x26;token=0e03b16f-f776-4046-9969-9250879f6b28" alt=""><figcaption></figcaption></figure>

## ⭐ <mark style="color:yellow;">Quick Actions</mark>

Quick action buttons to copy, paste, and reset fields for a faster development experience.&#x20;

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.

<div align="center"><figure><img src="https://2319465635-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FjdTshTtwf5nYjMZuk3Oy%2Fuploads%2FYoRSlLgGIu3b2jwrool2%2Fimage.png?alt=media&#x26;token=6d89edc0-67bc-478a-b5af-47bb7838ad96" alt=""><figcaption></figcaption></figure></div>

<figure><img src="https://2319465635-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FjdTshTtwf5nYjMZuk3Oy%2Fuploads%2FWxgwcZ99LsPcfbU33sFV%2Fimage.png?alt=media&#x26;token=c548f432-c8a9-4e87-bcc5-1987e299ec72" alt=""><figcaption><p>Quick action buttons automatically hidden when the inspector width is too small.</p></figcaption></figure>

*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.*

*Please note that the copy function will copy Vector3 upto 20 deecimal points.*

## ⭐ <mark style="color:yellow;">Parent & Child Transform</mark>

You can also preview and modify the interactive transforms of child/parent objects at a glance from the inspector.&#x20;

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.&#x20;

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.

<figure><img src="https://2319465635-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FjdTshTtwf5nYjMZuk3Oy%2Fuploads%2F9c6MILT1IvrLtNI6W1vU%2FTransform%20Childs.png?alt=media&#x26;token=3fd42ffa-1546-4677-b9d6-253c6d55c89c" alt=""><figcaption></figcaption></figure>

## ⭐ <mark style="color:yellow;">Modifiable inspector</mark>

You can optionally modify the color of the inspector to fit your taste.

<figure><img src="https://2319465635-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FjdTshTtwf5nYjMZuk3Oy%2Fuploads%2FkaCJSQdZ0MwXNNzl2Nkr%2Fimage.png?alt=media&#x26;token=592ee29c-7a4f-4f17-83dc-c278ae5dddce" alt=""><figcaption></figcaption></figure>

## ⭐ <mark style="color:yellow;">Better</mark> <mark style="color:yellow;"></mark><mark style="color:yellow;">**Prefab Override Indicato**</mark><mark style="color:yellow;">r</mark>

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.

<figure><img src="https://2319465635-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FjdTshTtwf5nYjMZuk3Oy%2Fuploads%2FDQ9xetQvePG63f0GH3a7%2FInspector%20Preview.png?alt=media&#x26;token=0f546fb8-2016-454f-8eb1-b0580f05f2a3" alt=""><figcaption></figcaption></figure>

## ⭐ <mark style="color:yellow;">GUID</mark>

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.

<figure><img src="https://2319465635-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FjdTshTtwf5nYjMZuk3Oy%2Fuploads%2FsNY6bPtGhSSy4vcbBlXw%2Fimage.png?alt=media&#x26;token=2fd1194a-eb3a-4bfa-ab84-d05a5f29a6d7" alt=""><figcaption></figcaption></figure>

## ⭐ Adaptive inspector

The complete inspector will automatically adapt to the inspector's width and turn labels on/off, switching styles to always give you the best possible experience.

## ⭐ Etc.

You can turn the rounding of values in the inspector for each field on and off. This always impacts the world space transform. Local transform is only affected when unity's transform for them is turned off from settings.

{% hint style="success" %}
You can enable playmode tooltips via Preferences > General > Enable PlayMode Tooltips.
{% endhint %}


---

# Agent Instructions: Querying This Documentation

If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question.

Perform an HTTP GET request on the current page URL with the `ask` query parameter:

```
GET https://ferdowsur.gitbook.io/better-transform/full-feature-list.md?ask=<question>
```

The question should be specific, self-contained, and written in natural language.
The response will contain a direct answer to the question and relevant excerpts and sources from the documentation.

Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
