---
title: "Unity &#8211; Editor Basic UI"
url: "https://aalegre.net/docs/unity/unity-getting-started/unity-editor-basic-ui/"
updated: "2026-08-24"
category: "Unity - Getting started"
---

# Unity &#8211; Editor Basic UI

![](https://aalegre.net/wp-content/uploads/2024/09/UnityEditor-UI-Overview.jpg)

In this post we will see the most relevant UI elements and windows from the Unity Editor. How to open new windows, move them, reset the layout, etc.

## 0.- General Layout

The Unity Editor uses a dockable, panel‑based UI. Common default panels are **Scene**, **Game**, **Hierarchy**, **Inspector**, **Project**, and **Console**. Layouts can be saved and restored (Window ▸ Layouts), and any window can be undocked, stacked as tabs, or split.

### 0.1.- Top Menu

The global menu bar exposes all features:

- **File**: New/Save/Build & Run, open/close Projects, project settings access.
- **Edit**: Undo/Redo, Project Settings, Preferences, Play Mode options.
- **Assets**: Create, Reimport, Open C# Project, Labels, Import Packages.
- **GameObject**: Create primitives, lights, cameras, UI, 2D objects; parenting utilities.
- **Component**: Add built‑in components to the selected object.
- **Services**: Built-in menu for Unity paid serivces (Multiplayer, Chat, Content delivery, Version Control, etc.).
- **Window**: Open/dock windows (Package Manager, Profiler, Lighting, Services, etc.).
- **Help**: Manuals, release notes, Editor logs, report a bug.
- **Other**: You can add custom menus through scripts or packages.

### 0.2.- Top Toolbar

In here you will find some shorcuts to the asset store, package manager, layouts, project searcher… But most importantly you will find the: play button (That becomes the stop button when playing), the pause button, and the next frame button.

 ![](https://aalegre.net/wp-content/uploads/2025/08/Unity-TopToolbar-1024x66.png)

### 0.3.- Workspace

The center of your layout where windows live. Multiple Scenes and Game views can be open as tabs. Drag tabs to split horizontally/vertically, or float as separate windows.

 ![](https://aalegre.net/wp-content/uploads/2025/08/Unity-Workspace-WindowMoving-1024x473.gif)

### 0.4.- Bottom information box

 ![](https://aalegre.net/wp-content/uploads/2025/08/Unity-BottomInformationBox-1024x46.png)

The **Status Bar** shows compile/build progress, import activity, domain reloads, warnings/errors count, and background tasks. Clicking messages opens details (e.g., Console). Long operations display a progress bar here.

## 1.- Project Window

 ![](https://aalegre.net/wp-content/uploads/2025/08/Unity-ProjectWindow.png)

The Project window is your asset browser for everything under the **Assets/** and **Packages/** roots. It supports one‑column or two‑column (folder + content) views, search, labels, and custom favorites.

### 1.1.- Project navigator

 ![](https://aalegre.net/wp-content/uploads/2025/08/Unity-ProjectWindow-Navigation.gif)

Works exactly as any regular **file explorer**. If you **right click** on any folder/file a lot of usful options will appear like the “Create” menu, or the “Show in explorer” option.

- **Folders & Favorites**: Pin commonly used folders. Expand/collapse with arrow keys.
- **Packages**: Read‑only view of assets delivered by the Package Manager.
- **Drag & Drop**: Into the Scene/Hierarchy to instantiate; into Inspector fields to assign. You can also drag objects from the scene hierarchy to create prefabs.

### 1.2.- Project window toolbar

 ![](https://aalegre.net/wp-content/uploads/2025/08/Unity-ProjectWindow-TopToolbar.png)

- **Create**: New folders, scripts, prefabs, materials, shaders, etc.
- **Search Bar & Filter**: Keyword plus type/label filters.
- **View Mode**: List vs. Grid; size slider for thumbnails.
- **Sort**: By name, type, modified time, or label.
- **Options**: Two‑column toggle, auto‑refresh, meta file visibility, etc.

## 2.- Scene Window

 ![](https://aalegre.net/wp-content/uploads/2025/08/Unity-SceneWindow-2-1024x554.jpg)

The Scene window is your authoring viewport. It hosts overlays for tools, rendering modes, and gizmos.

### 2.1.- Scene View

This is the editor view where you can edit and create the scene while viewing it.

#### 2.1.1.- Camera control

   ![](https://aalegre.net/wp-content/uploads/2025/08/Unity-SceneWindow-Orbit.gif)

**Orbit view:**

- **Orbit**: Alt + Left‑drag (or right‑drag + hold if using first person mode).
- **Pan**: Middle‑drag (or Alt + Right‑drag).
- **Zoom**: Scroll wheel or Alt + Right‑drag.

     ![](https://aalegre.net/wp-content/uploads/2025/08/Unity-SceneWindow-FirstPerson.gif)

**FirstPerson View:**

Right‑mouse + `WASD` to move, `Q/E` down/up; **Shift** to speed up, **Ctrl/Cmd** to slow.

     ![](https://aalegre.net/wp-content/uploads/2025/08/Unity-SceneWindow-Focus.gif)

**Frame selected object:**

Pressing `F` focuses and orbits around the selection. If you loose the objects in the scene view, select one from the hierarchy and press `F`.

##### 2.1.1.1.- Camera control widget

   ![](https://aalegre.net/wp-content/uploads/2025/08/Unity-SceneWindow-CameraControlWidget.gif)

The **Scene Gizmo** (top‑right cube): click faces/edges to snap to views; click the cube to toggle **Perspective/Orthographic**. If the scene camera “breaks” you can use this to reset the view direction.

#### 2.1.2.- GameObject selection

   ![](https://aalegre.net/wp-content/uploads/2025/08/Unity-SceneWindow-ObjectSelection.gif)

- Click in Scene or in Hierarchy. **Shift** adds to selection; **Ctrl/Cmd** toggles.
- **Rect Select**: Drag to marquee‑select; **Shift** expands, **Ctrl/Cmd** subtracts.
- **Pickability/Visibility**: Use Hierarchy eye/hand icons to hide or make unpickable in Scene (doesn’t change active state).

### 2.2.- Toolbar toggler widget

Each button in here, toggles other widgets that control how you view the scene.

 ![](https://aalegre.net/wp-content/uploads/2025/08/Unity-SceneWindow-WidgetToggler.png)

### 2.3.- Tools widget

   ![](https://aalegre.net/wp-content/uploads/2025/08/Unity-SceneWindow-ToolsWidget.png)

Provides transform tools: **View (Q)**, **Move (W)**, **Rotate (E)**, **Scale (R)**, **Rect/2D (T)**, and **Transform** (unified). You can use this tools while pressing CTRL to make the objects movement snap.

#### 2.3.1.- Tools settings widget

 ![](https://aalegre.net/wp-content/uploads/2025/08/Unity-SceneWindow-ToolsOptionsWidget.png)

The **Pivot/Center** and **Global/Local** toggles that change how transforms behave.

**Pivot / Center (handle position & rotation/scaling pivot)**

- **Pivot**: Places the tool handle at the object’s authored pivot. With multiple selections, the handle uses the **active object’s** pivot (the last selected, highlighted in the Hierarchy). Rotate/Scale act around that pivot. **This is the recommended setting.**
- **Center**: Places the handle at the geometric center of the current selection’s bounds. Rotate/Scale act around that shared center (useful to treat many objects as one group).

**INFO**

A model’s pivot comes from the DCC/import settings. To effectively “change” it in‑Editor, parent the object under an empty GameObject and move the parent so its origin becomes your working pivot.

**Global / Local (handle orientation/axes)**

- **Global**: Aligns the gizmo axes to world X/Y/Z. Moving along an axis ignores the object’s rotation.
- **Local**: Aligns the gizmo to the selected object’s own rotation (its local axes). **This is the recommended setting.**

**INFO**

With multiple objects selected, the single handle’s orientation follows the **active object**. Pivot/Center decides *where* transforms occur; Global/Local decides *which axes* they use.

#### 2.3.2.- Grid & Snap widget

 ![](https://aalegre.net/wp-content/uploads/2025/08/Unity-SceneWindow-GridSnapWidget.png)

- **Move Snap** (units), **Rotate Snap** (degrees), **Scale Snap** (increments).
- **Toggle Snap** while transforming: hold **Ctrl** (Win) / **Cmd** (macOS).
- **Absolute Grid**: Enable to snap to world grid; otherwise snapping is relative to current position.
- **Increment Adjust**: Change values directly in the overlay; mouse‑wheel over fields often adjusts.

### 2.4.- Rendering modes widget

 ![](https://aalegre.net/wp-content/uploads/2025/08/Unity-SceneWindow-DrawModes.png)

A drop‑down in the Scene view (often labeled **Shaded**) that controls how geometry is drawn.

#### 2.4.1.- Draw modes

- **Shaded**: Default lit shading.
- **Wireframe** / **Shaded Wireframe**.
- **Texture/Material‑centric views**: e.g., Albedo, Normal, UV overlap (availability depends on pipeline/tools).
- **Pipeline Debug** (URP/HDRP): Material validation, lighting, and post‑process debug views.

#### 2.4.2.- View options

 ![](https://aalegre.net/wp-content/uploads/2025/08/Unity-SceneWindow-ViewOptions.png)

P*er‑viewport toggles that affect only the Scene view:*

- 2D/3D
- Audio
- **Effects**: **Skybox** (on/off), **Fog** (on/off), **Post‑Processing** (preview effects), and other effects.

#### 2.4.3.- Editor camera settings

 ![](https://aalegre.net/wp-content/uploads/2025/08/Unity-SceneWindow-EditorCameraSettings.png)

Open via the camera icon or Scene Gizmo. Controls include **Field of View**, **Orthographic Size**, **Near/Far Clip**, **Move Speed** (with acceleration)…

#### 2.4.4.- Gizmos settings

 ![](https://aalegre.net/wp-content/uploads/2025/08/Unity-SceneWindow-GizmosOptions.png)

The **Gizmos** drop‑down lists all component gizmos and icons. You can:

- Toggle gizmos globally or per‑type.
- Adjust **3D Icons** size with a slider.
- Enable gizmos in **Game view** for debugging.

## 3.- Scene Hierarchy Window

   ![](https://aalegre.net/wp-content/uploads/2025/08/Unity-HierarchyWindow.png)

Shows all **GameObjects** in the active Scene(s) as a parent‑child tree. The Hierarchy defines **structure**, not script execution order. Parenting affects transforms, activation, physics grouping, UI draw order (under a Canvas), and some component behaviors.

- **Multi‑Scene Editing**: Each open Scene appears as a header; drag objects between Scenes.
- **Create** (`+`) and **Right‑Click**: Add objects, empty parents, and UI.
- **Search**: By name, type (`t:`), or component.
- **Visibility (eye)** and **Pickability (hand)**: Scene‑view‑only; does not change `SetActive`.
- **Reorder/Parent**: Drag to change order or set a new parent; **Alt** while expanding collapses/expands all children.
- **Context**: Rename, duplicate, delete, prefab actions, set active state.

### 3.1.- Parenting & Transforms

- **Local vs World**: A child’s `Transform.localPosition/Rotation/Scale` are **relative to its parent**. The parent’s transform composes with the child’s local transform to produce the child’s world transform. Resetting a child’s Transform sets it to the **parent’s origin**.
- **Pivot vs Center; Global vs Local**: With multiple selections, **Pivot/Center** chooses the rotation/scale **pivot point** (object pivot or selection bounds center), while **Global/Local** chooses **axis orientation** (world axes or the active object’s local axes). Parenting changes what “local” means (it’s the parent’s frame). See §2.3.1.
- **Grouping**: Use an empty GameObject as a parent to move, rotate, or scale a set of children as one unit, or to create a **working pivot** (place the parent where you want the pivot to be).
- **Preserving world pose when reparenting**: Dragging in the Hierarchy recalculates local values so the object **stays in place** in world space. (Scripting equivalent: `transform.SetParent(newParent, true)`.)
- **Scale caveats**: Non‑uniform or negative scale on parents propagates to children (`lossyScale`) and can mirror meshes, invert normals, or distort physics. Prefer uniform group scale where possible.

## 4.- Inspector Window

Displays and edits properties of the current selection.

### 4.1.- Inspecting a Game Object

   ![](https://aalegre.net/wp-content/uploads/2025/08/Unity-InspectorWindow-GameObject.png)

Shows the **Transform** at top and attached components below. Changes are applied live to the selected instance.

#### 4.1.1.- Inspecting a Prefab

   ![](https://aalegre.net/wp-content/uploads/2025/08/Unity-InspectorWindow-Prefab.png)

Prefab instances show an **Overrides** bar. Common actions:

- **Open** (Prefab Mode): Edit the Prefab in isolation.
- **Apply** / **Revert**: Push or discard instance changes.
- **Unpack** / **Unpack Completely**: Break the Prefab link.
- **Variants**: Prefabs based on other Prefabs, inheriting changes.

### 4.2.- Inspecting a project file

   ![](https://aalegre.net/wp-content/uploads/2025/08/Unity-InspectorWindow-File-Texture-663x1024.png)

The Inspector shows **import settings** for assets:

- **Textures**: Type (Default/Sprite/Cubemap), sRGB, compression, mipmaps, platform overrides.
- **Models (FBX)**: Scale, rig (Humanoid/Generic), animation import, materials.
- **Audio**: Compression format, load type, sample rate.
- **Materials/Shaders**: Shader selection and properties.
- **Scripts**: Double‑click opens in your IDE; attributes appear when used in components.

## 5.- Console Window

Centralized log of **Logs**, **Warnings**, and **Errors** from the Editor and your game.

- Click an entry to see its **stack trace**; double‑click to open the source file.
- **Hyperlinks** in messages jump to objects/assets.
- The last message will be always previewed on the Bottom Information Box

**INFO**

If you **select**any message, you will see a detailed text about it on the bottom part of the console. In there you will see from where it comes. If you **double click** it, Unity will open the script that sent it with the line selected.

  ![](https://aalegre.net/wp-content/uploads/2025/08/Unity-ConsoleWindow-1024x442.png)

### 5.1.- Console messages

There are three types of messages:

- **Information**: In gray, usually display useful information and can be used to check for triggers or events in the code.
- **Warning**: In yellow, usually warn about possible errors. Usually they can be safely ignored once readed the message and assesed the information that it contained.
- **Error**: In red, they are editor or execution errors. They must always be fixed.

### 5.2.- Console buttons & filters

- **Clear**: Empties the list.
- **Collapse**: Groups identical messages with a count.
- **Clear on Play**: Empties when entering Play Mode.
- **Error Pause**: Automatically pauses Play Mode on the next error.
- **Search/Filters**: Text search and toggles for Log/Warning/Error; package filters if available.

## 6.- Game Window

 ![](https://aalegre.net/wp-content/uploads/2025/08/Unity-GameWindow-1024x541.jpg)

A preview of what your Player sees during Play Mode (or via dedicated camera/scene preview).

- **Stats**: FPS, batches, triangles, memory.
- **Gizmos**: Optional gizmo rendering in Game view.
- **Mute Audio**: Silences audio while in Play Mode.
- **Safe Area** (mobile): Visualize notches/insets.

### 6.1.- Play buttons

Located on the top toolbar, they control **Play**, **Pause**, and **Step**. The Game window reflects runtime output; changes made during Play are **not** saved.

**WARNING**

Remember to only change things in the project while not playing. You can change things while playing, but most changes won’t save.

### 6.2.- Resolution Options

- **Aspect/Resolution**: Choose presets (e.g., 16:9, 4:3) or create custom fixed resolutions.
- **Scale**: Zoom the Game view without changing the target resolution.
- **Low Resolution Aspect Ratios / Pixel‑Perfect**: Useful for retro or UI testing.
- **Orientation** (mobile): Switch between portrait/landscape for preview.

**INFO**

It’s always recommended to use 1920×1080 render resolution to see what the end user will see. If your computer struggles to render in this resolution you can always use 16:9 aspect ration, and in addition toggle the “low resolution” on to get even more performance.
