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The Hierarchy in Unity is a complete list of any object in your open scene.
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Objects are listed from A to Z order,
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but it is also possible to create hierarchies of objects
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which are in turn listed in A to Z order.
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Hierarchies of objects mean that they are grouped, with the top most object being called the Parent Object
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and the rest being referred to as Children or Child objects.
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These objects then have their transform values based upon that of their parent object.
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For example the position of an object when loose in the hierarchy
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is based on it's distance from the world origin, or zero point.
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But when this object is made a child of another object it's position is relative to that of it's parent.
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In this example the character object is at the origin of the 3D scene,
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the position (0, 0, 0).
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And there is a cube object at position (5, 1, 5).
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But when the character object is made a child of the cube - it's origin, or zero point,
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is then the position of the parent object, the cube.
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Now the character's position is said to be (-5, -1, -5).
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This being the distance from the cube object, it's parent and therefore it's origin position.
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We can also see that with Pivot Point Rotation enabled
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the rotation is now based on the parent object
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rather than rotating around it's own axis.
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The same then applies to movement,
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and scaling.
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And this will apply until that object is no longer a child.
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Other features of the hierarchy are the Create button
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and Search field.
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The create button on the hierarchy acts as a mirror of the Game Object - Create Other top menu
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and this will allow you to create various different things that you will need to construct your games in Unity.
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Whilst the search field works in a similar way to the search field in the Scene view,
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allowing you to narrow down objects using their name.
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The scene view then reacts by greying out other objects
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allowing you to see the object you've searched for more easily.
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You can also make use of the modifier T: in order to search for types of object.
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Type here being considered as one of the objects components.
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For example if I search for T:Light
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there is only one light in my current scene,
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one on the end of the players gun.
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And if I search for T: Audio Source
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I'll be narrowed down to 3 objects,
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the only ones in the scene that happen to have audio source components attached to them.
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When searching in this way, the bottom of the hierarchy shows the path to the object that you've found.
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Damage audio source being the one I have selected,
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Player being it's parent and Cube being the parent of that object.
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This means that when cancelling the search you can easily see where your object is.
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It will also remain selected and the parent objects of that object will be expanded to show where it's located.