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  • The Hierarchy in Unity is a complete list of any object in your open scene.

  • Objects are listed from A to Z order,

  • but it is also possible to create hierarchies of objects

  • which are in turn listed in A to Z order.

  • Hierarchies of objects mean that they are grouped, with the top most object being called the Parent Object

  • and the rest being referred to as Children or Child objects.

  • These objects then have their transform values based upon that of their parent object.

  • For example the position of an object when loose in the hierarchy

  • is based on it's distance from the world origin, or zero point.

  • But when this object is made a child of another object it's position is relative to that of it's parent.

  • In this example the character object is at the origin of the 3D scene,

  • the position (0, 0, 0).

  • And there is a cube object at position (5, 1, 5).

  • But when the character object is made a child of the cube - it's origin, or zero point,

  • is then the position of the parent object, the cube.

  • Now the character's position is said to be (-5, -1, -5).

  • This being the distance from the cube object, it's parent and therefore it's origin position.

  • We can also see that with Pivot Point Rotation enabled

  • the rotation is now based on the parent object

  • rather than rotating around it's own axis.

  • The same then applies to movement,

  • and scaling.

  • And this will apply until that object is no longer a child.

  • Other features of the hierarchy are the Create button

  • and Search field.

  • The create button on the hierarchy acts as a mirror of the Game Object - Create Other top menu

  • and this will allow you to create various different things that you will need to construct your games in Unity.

  • Whilst the search field works in a similar way to the search field in the Scene view,

  • allowing you to narrow down objects using their name.

  • The scene view then reacts by greying out other objects

  • allowing you to see the object you've searched for more easily.

  • You can also make use of the modifier T: in order to search for types of object.

  • Type here being considered as one of the objects components.

  • For example if I search for T:Light

  • there is only one light in my current scene,

  • one on the end of the players gun.

  • And if I search for T: Audio Source

  • I'll be narrowed down to 3 objects,

  • the only ones in the scene that happen to have audio source components attached to them.

  • When searching in this way, the bottom of the hierarchy shows the path to the object that you've found.

  • Damage audio source being the one I have selected,

  • Player being it's parent and Cube being the parent of that object.

  • This means that when cancelling the search you can easily see where your object is.

  • It will also remain selected and the parent objects of that object will be expanded to show where it's located.

The Hierarchy in Unity is a complete list of any object in your open scene.

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