Customize the tooltip that displays when the mouse hovers the node name label.
This callback receives the HierarchyViewItem to get the tooltip for, the
StringBuilder to build the tooltip, and whether the HierarchyView is being filtered.
The following example adds a custom tooltip that displays in the Hierarchy window when you hover over any GameObject that has a custom component named Notes attached to it. It uses GetTooltip to display the text of the Notes component as the tooltip. The example requires a USS file called CustomTooltip.uss and a custom MonoBehaviour script called Notes.cs.
To use this example:
Assets/Editor/CustomTooltip. Scripts in an Editor folder can use the Hierarchy module API without additional setup. If you save the script outside of an Editor folder, you must enable the Hierarchy built-in module in the Package Manager window, which also adds the module to your Player builds.CustomTooltip.uss in the same Assets/Editor/CustomTooltip folder.Notes.cs script outside of the Editor folder, because MonoBehaviour scripts in an Editor folder can't be attached to GameObjects.Notes component to a GameObject.Notes component.using System.Text; using Unity.Hierarchy; using Unity.Hierarchy.Editor; using UnityEditor; using UnityEngine; using UnityEngine.UIElements;
namespace Unity.HierarchySamples.Editor { class CustomTooltip { const string k_NotesOverlayUssClassName = "hierarchy-item__notes-overlay";
[InitializeOnLoadMethod] static void Initialize() { HierarchyWindow.BindView += OnBindView; HierarchyWindow.BindViewItem += OnBindViewItem; HierarchyWindow.GetTooltip += OnGetTooltip; }
static void OnBindView(HierarchyWindow window, HierarchyView view) => view.styleSheets.Add(AssetDatabase.LoadAssetAtPath<StyleSheet>("Assets/Editor/CustomTooltip/CustomTooltip.uss"));
static void OnBindViewItem(HierarchyWindow window, HierarchyView view, HierarchyViewItem item) { if (item.Handler is not HierarchyGameObjectHandler handler) return;
GameObject gameObject = handler.GetGameObject(item.Node);
bool hasNotes = gameObject.TryGetComponent<Notes>(out Notes notes) && !string.IsNullOrWhiteSpace(notes.note);
VisualElement notesOverlay = item.OverlayIcon.Q(className: k_NotesOverlayUssClassName);
if (hasNotes) { if (notesOverlay == null) { notesOverlay = new VisualElement(); notesOverlay.AddToClassList(k_NotesOverlayUssClassName); item.OverlayIcon.Add(notesOverlay); } } else if (notesOverlay != null) { notesOverlay.RemoveFromHierarchy(); } }
static void OnGetTooltip(HierarchyWindow window, HierarchyView view, HierarchyViewItem item, StringBuilder tooltip, bool filtering) { if (item.Handler is not HierarchyGameObjectHandler handler) return;
GameObject gameObject = handler.GetGameObject(item.Node);
if (!gameObject.TryGetComponent<Notes>(out Notes notes) || string.IsNullOrWhiteSpace(notes.note)) return;
if (filtering) { // When filtering, append the note to the existing tooltip. tooltip.Append("\nNote: "); tooltip.Append(notes.note); } else { // When not filtering, fully override the tooltip. tooltip.Clear(); tooltip.Append("Note: "); tooltip.Append(notes.note); } } } }
The following example shows how to style CustomTooltip.uss.
.hierarchy-item__notes-overlay {
position: absolute;
width: 100%;
height: 100%;
background-size: 8px 8px;
background-position: top left;
background-repeat: no-repeat;
background-image: var(--unity-icons-console_entry_info_small);
}
The following example shows the Notes component that the CustomTooltip example uses.
using UnityEngine;
namespace Unity.HierarchySamples { // Simple component that allows attaching notes to GameObjects for display in custom tooltips. public class Notes : MonoBehaviour { [TextArea(3, 10)] public string note; } }