Use the Draw Modes and View Options overlays to change how the SceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary view displays your scene.
These controls only affect the Scene view during development and have no effect on the built game.
Change the way meshes render in the Scene view.
Draw Mode | Description | |
---|---|---|
Shading Mode | ||
Wireframe | Draw meshes with a wireframe representation. | |
Shaded Wireframe | Show meshes textured and with wireframes overlaid. | |
Unlit | Don’t use scene lighting. | |
Shaded | Show surfaces with their textures visible. | |
Debug | Refer to the Debug Mode options. |
The Debug Draw Mode has several options that help you unerstand your graphics and lighting better.
Debug Mode option | Description | |
---|---|---|
Lighting | ||
Contributors / Receivers | Show the lightmapA pre-rendered texture that contains the effects of light sources on static objects in the scene. Lightmaps are overlaid on top of scene geometry to create the effect of lighting. More info See in Glossary contributors and receivers for the selected GameObjectThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info See in Glossary. |
|
Shadow Cascades | Show directional light [shadow cascades](shadow-cascades. | |
Realtime Global IlluminationA group of techniques that model both direct and indirect lighting to provide realistic lighting results. See in Glossary |
Visualize aspects of the Enlighten Realtime Global Illumination system. Refer to GI Visualisations for information about each of these modes. | |
Baked Global Illumination | Visualize aspects of the Baked Global Illumination system. For more information about each of these modes, refer to GI Visualisations. | |
Deferred | View each of the elements of the G-buffer in isolation. For more information, refer to Deferred ShadingA rendering path in the Built-in Render Pipeline that places no limit on the number of Lights that can affect a GameObject. All Lights are evaluated per-pixel, which means that they all interact correctly with normal maps and so on. Additionally, all Lights can have cookies and shadows. More info See in Glossary. |
|
Miscellaneous | ||
Render Paths | Show the rendering pathThe technique that a render pipeline uses to render graphics. Choosing a different rendering path affects how lighting and shading are calculated. Some rendering paths are more suited to different platforms and hardware than others. More info See in Glossary for each GameObject using a color code: Blue indicates deferred shading Yellow indicates forward renderingA rendering path that renders each object in one or more passes, depending on lights that affect the object. Lights themselves are also treated differently by Forward Rendering, depending on their settings and intensity. More info See in Glossary Red indicates vertex lit |
|
Alpha Channel | Render colors with alpha. | |
Overdraw | Render GameObjects as transparent “silhouettes”. The transparent colors accumulate, making it easy to spot places where one object is drawn over another. | |
Mipmaps | Show ideal texture sizes using a color code: Red indicates that the texture is larger than necessary (at the current distance and resolution) Blue indicates that the texture might be larger. The ideal texture sizes depend on the resolution at which your application will run and how close the Camera can get to particular surfaces. |
|
Texture Mipmap Streaming | Tint GameObjects green, red, or blue, depending on their status in the Texture Mipmap Streaming system. For more information, see documentation on Mipmap Streaming debugging. | |
SpriteA 2D graphic objects. If you are used to working in 3D, Sprites are essentially just standard textures but there are special techniques for combining and managing sprite textures for efficiency and convenience during development. More info See in Glossary Mask |
Sprite Masks are used to either hide or reveal parts of a Sprite or group of Sprites. For more information, refer to Sprite MasksA texture which defines which areas of an underlying image to reveal or hide. More info See in Glossary. |
|
Validate Albedo and Vadlidate Metal Sepcular | Check whether your physically-based materials use values within the recommended ranges. For more information, refer to Physically Based Material Validator. |
Change what the Scene view displays.
View option | Description | |
---|---|---|
2D | View the scene in 2D or 3D. In 2D mode, the cameraA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info See in Glossary looks towards positive z, with the x-axis pointing right and the y-axis pointing up. |
|
Audio | Enable or disable audio. | |
Effects | Enable or disable rendering effects. Use the dropdown to select individual effects, or the Effects* button for all effects. | |
SkyboxA special type of Material used to represent skies. Usually six-sided. More info See in Glossary |
Show a skybox texture as the scene’s background. | |
Clouds | Shows cloud layers and volumetric clouds. Only available when using an SRP that supports clouds. | |
Fog | Gradualy fade the view to a flat color with distance from the camera. | |
Flares | Lens flaresA component that simulates the effect of lights refracting inside a camera lens. Use a Lens Flare to represent very bright lights or add atmosphere to your scene. More info See in Glossary on lights. |
|
Always Refresh | Display the animation of animated materials, such as grass waving on a TerrainThe landscape in your scene. A Terrain GameObject adds a large flat plane to your scene and you can use the Terrain’s Inspector window to create a detailed landscape. More info See in Glossary. |
|
Post Processing | Show Post-processingA process that improves product visuals by applying filters and effects before the image appears on screen. You can use post-processing effects to simulate physical camera and film properties, for example Bloom and Depth of Field. More info post processing, postprocessing, postprocess See in Glossary effects. |
|
Particle Systems | Show Particle SystemA component that simulates fluid entities such as liquids, clouds and flames by generating and animating large numbers of small 2D images in the scene. More info See in Glossary effects. |
|
Scene Visibility | Show or hide all hidden GameObjects (GameObjects marked as not visible in the Hierarchy windw). For more information, refer to Scene Visibility. " | |
Layers | Select which layers to display. For more information, refer to LayersLayers in Unity can be used to selectively opt groups of GameObjects in or out of certain processes or calculations. This includes camera rendering, lighting, physics collisions, or custom calculations in your own code. More info See in Glossary. |
|
Camera Settings | Configure the Scene viewAn interactive view into the world you are creating. You use the Scene View to select and position scenery, characters, cameras, lights, and all other types of Game Object. More info See in Glossary Camera. For more information, refer to Scene view Camera. |
|
GizmosA graphic overlay associated with a GameObject in a Scene, and displayed in the Scene View. Built-in scene tools such as the move tool are Gizmos, and you can create custom Gizmos using textures or scripting. Some Gizmos are only drawn when the GameObject is selected, while other Gizmos are drawn by the Editor regardless of which GameObjects are selected. More info See in Glossary |
Enable or disable gizmos. Use the dropdown to select individual gizmos, or the Gizmos* button for all gizmos. For more information, refer to Gizmos Menu. |
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.
When you visit any website, it may store or retrieve information on your browser, mostly in the form of cookies. This information might be about you, your preferences or your device and is mostly used to make the site work as you expect it to. The information does not usually directly identify you, but it can give you a more personalized web experience. Because we respect your right to privacy, you can choose not to allow some types of cookies. Click on the different category headings to find out more and change our default settings. However, blocking some types of cookies may impact your experience of the site and the services we are able to offer.
More information
These cookies enable the website to provide enhanced functionality and personalisation. They may be set by us or by third party providers whose services we have added to our pages. If you do not allow these cookies then some or all of these services may not function properly.
These cookies allow us to count visits and traffic sources so we can measure and improve the performance of our site. They help us to know which pages are the most and least popular and see how visitors move around the site. All information these cookies collect is aggregated and therefore anonymous. If you do not allow these cookies we will not know when you have visited our site, and will not be able to monitor its performance.
These cookies may be set through our site by our advertising partners. They may be used by those companies to build a profile of your interests and show you relevant adverts on other sites. They do not store directly personal information, but are based on uniquely identifying your browser and internet device. If you do not allow these cookies, you will experience less targeted advertising. Some 3rd party video providers do not allow video views without targeting cookies. If you are experiencing difficulty viewing a video, you will need to set your cookie preferences for targeting to yes if you wish to view videos from these providers. Unity does not control this.
These cookies are necessary for the website to function and cannot be switched off in our systems. They are usually only set in response to actions made by you which amount to a request for services, such as setting your privacy preferences, logging in or filling in forms. You can set your browser to block or alert you about these cookies, but some parts of the site will not then work. These cookies do not store any personally identifiable information.