The new "Properties" inspector windows you get with right mouse button or Alt-P are so good. Thank you for adding that. (Don't try to get properties of an open scene though...)
Woooooooow I didn't know this was a thing, that's really cool ! @bjarkeck Basically an Inspector popup with every field of the selected asset/object
Yeah it's brilliant I can't live without this simple change, been recommending it heavily. Unity should shout about it more, makes everything easier.
I can't press alt+P with one hand on my keyboard. I would prefer a shortcut that can be fired single-handed. Having one hand on the mouse to select the asset, using the other to quickly trigger the shortcut.
Nice, been waiting for UX improvements. Can the hotkey be rebound to, say, middle mouse button for instance?
Is this the exact equivalent to what would otherwise be shown in the inspector if you left clicked on the object?
Hey folks, it's there, its just badly labelled - will find out why and fix. Here I've set mine to just P.
I like it too, but it makes things a little incoherent. How is it different from the inspector? Is it a single-use inspector? As with other minor additions to Unity lately, it feels like some developer woke up one day and said "I'll implement this today", instead of feeling like a part of some vision for Unity.
@willgoldstone, you could probably link to the preview thread for this. I tried to find it to do that, but couldn't really find it.
It will be named Focused Inspector. It is indeed a single-use inspector, for those use cases where you need to work on different Assets or GameObjects at the same time and don't want to constantly change your selection to do so. We do have plans for deeper workflow improvements but we felt this one would provide immediate value without disrupting existing workflows. You can also create a Focused Inspector from the ellipsis menu of a Component. Try it out and let us know what you think.
Yeah I can't use alt at all because it's rebound to CTRL on my keyboards. A habit picked up from mac. It's way way more efficient and comfortable to use CTRL if it's next to space So yeah same for the quick search as well. Would be nice if Unity fix it.
Oh, very interesting. I'm doing something similar for a few years now. I have a simple script that provides pretty much the same functionality for ScriptableObjects (Focussed inspector on the left, my inspector on the right) A few notes from my experience: I use double click to open the assets in a new window. This is very accessible and easy to remember, might be an interesting alternative/addition to using a shortcut from a UX perspective. Oftentimes, when opening the additional windows, it is so I can easily connect them to one another. The current workflow for the focussed Inspector would be to ping the object in order to have something draggable. In my case, I made a small draggable area in the top left, with which I don't have to do that extra step. Might be interesting to consider as well
Totally, that's also what I thought, so I made a simple DraggableAttribute. In the gif you can also see another advantage of the double click: There is no ambiguity whether the game object/ScriptableObject isthe one the Focused Inspector should be for, or the Component itself (This happens for SerializedFields in the normal inspector when using a shortcut).
Seeing as you posted a picture of it... https://forum.unity.com/threads/editor-hotkey-shortcuts-editor.841693/ Why can't you click on that hotkey map and have the command panel actually show all shortcuts that are mapped to that selected key(s) -including combo modifiers... it would certainly be useful in seeing what certain keys are being used for.. instead of looking at a giant fff off list things.. because its otherwise useless unless you know command to put in the input filter box. . or make filter box support a hotkey arg -P and it will list the shortcuts mapped to P
I'll rain on your parade with a few small bugs, floater = focused inspector: Ctrl+W doesn't close the frontmost floater. ALT+P on the same object keeps spawning new ones instead of bringing forward already opened one Floaters are created in cascade so we have to move them for inter object connection (and probably most usage). improvement: Double click would be nice but second click is already used to deselect and double click would induce delay in the interaction. So instead double middle click or right click + key modifier = new floater at the cursor. At the cursor gives faster access In fact there could be a "create floater near cursor" shortcut for fast change and a "create floater next to others" for convenient connection. Optionally create floaters side by side. Ideally this method should have enough layout intelligence to add the new floater next to the frontmost floater and keep that frontmost floater's size. What is this? It sounds like a trigger word from a James Bond.
It usually stands for a series of dots such as ... I guess he referred to the three vertically arranged dots button in the upper right area of the inspector.