This material covers the four key windows (panels) of the Unity editor that form the foundation of working on any project: Hierarchy, Project, Inspector, and Scene / Game view. Understanding their functions and interactions is the first step to efficient development in Unity.
The Hierarchy window displays all GameObjects present in the currently active scene. It serves as a "table of contents" for your scene, showing the structure of all objects — from cameras and lights to characters, walls, and empty parent objects.
- Selecting an object: Click any object in the Hierarchy — it becomes selected in the Scene view, and its components appear in the Inspector.
- Organizing: Drag one object onto another to create parent-child relationships (Parenting). When moving the parent, all child objects move with it.
- Creating and deleting: Right-click in the window → Create Empty (or any other object). Press Delete to remove the selected object.
- Searching: Use the search field at the top to find objects by name or component type.
You are building a room. In the Hierarchy, you have: Camera, Directional Light, Floor, Walls (a parent object for four child walls), Player. If you move Walls in the scene, all four walls move together while maintaining their relative positions.
This window represents all the files on your project's disk (assets: textures, models, audio, scenes, scripts, prefabs, etc.) inside the Unity editor. It is independent of the current scene and serves as the "library" of the entire project.
- Navigation: Double-click a folder to enter it. Use the
One Column / Two Columnsbutton to change the view. - Importing: Drag files (PNG, FBX, WAV, CS) directly from your file explorer into this window. Unity will automatically import them as assets.
- Creating: Right-click in an empty area →
Create→C# Script,Material,Folder, etc. - Search and filters: Use the search bar and file type buttons (textures, models, prefabs).
- Prefabs: Drag a ready-made GameObject from the scene into the Project window — this creates a prefab (template). Later, you can drag that prefab from the Project window into any scene.
You have a Sword.fbx model. You drag it into the Assets/Models folder. Now you can drag it from the Project window into the Scene view — a sword appears in the game. If you create an Enemy prefab (with movement, health, etc.), you can place 10 enemies by simply dragging that prefab from the Project into the Hierarchy.
The Inspector window displays all properties and components of the selected GameObject. This is where you configure how the object looks, moves, interacts, and responds to logic.
- Viewing properties: Select an object in the Hierarchy or Scene view. The Inspector shows: the object's name, an active checkbox (enabled/disabled), and all components (Transform, Mesh Renderer, Collider, scripts, etc.).
- Editing: Change numbers, colors, references to other objects. For example, a
Speedfield in a movement script — change 5 to 10, and the object will run faster directly in the editor. - Adding components: Click the
Add Componentbutton at the bottom of the Inspector. Choose, for example,Rigidbodyfor physics orAudio Sourcefor sound. - Removing / adjusting: Click the three dots (…) or the gear icon on a component →
Remove Component. You can also reset, copy, and paste component values.
You have a Player object with a Rigidbody component and your PlayerMovement script. In the Inspector, you see a jumpForce = 5 field. During playtesting, the jump feels too weak. You pause the game, change jumpForce to 12 directly in the Inspector — you see the result immediately without recompiling.
- Scene View: The editor's "workshop." You can freely move the camera (QWE + right mouse button), place objects, rotate, scale, paint terrain. This is NOT what the player will see.
- Game View: A simulation of what the player's camera sees during gameplay. You see the final frame as it would appear in a finished application.
- Navigation: Hold the right mouse button and move with WASD — fly through the scene. Click an object and press
Fto focus the camera on it. - Tools (top-left panel):
Q(Pan),W(Move),E(Rotate),R(Scale),T(Rect Transform for UI). - Display modes: The
Shadedbutton (orWireframe,Shaded Wireframe) — for example, to view polygons. - Gizmos: Enable/disable icons for lights, colliders, audio sources (the Gizmos button in the upper-right corner of the Scene view).
- Running the game: Press the
Playbutton (triangle) in the center of the editor's top toolbar. The Game View comes to life, showing the exact picture as in a build. - Screen resolution: Use the dropdown in Game View (e.g.,
Standalone (1080p),iPhone X) to test UI responsiveness. - Pause and frame-by-frame debugging: Use the
PauseandStepbuttons next to Play. While paused, you can switch to Scene View, orbit the camera, and inspect objects in the Inspector — all during the paused state.
You are building a level. In Scene View, you move platforms (tool W), rotate obstacles (E), and place enemies from prefabs. Then you press Play — in Game View, you see the character jumping across platforms. If something is off (an enemy is too far away), you stop the game (Play → Stop), move the enemy closer in Scene View, and run it again.
- In Project, you select an Enemy
prefab. - Drag it into Hierarchy (it appears in the scene).
- Select the enemy — in Inspector, you see its health, speed, model.
- In Scene View, move the enemy to the desired position.
- Press Play and watch Game View to see how the enemy attacks.
- While paused, change the attack parameters in Inspector and immediately check the result.