Version: 2020.1
Focused Inspectors

Editing properties

Properties are settings and options for GameObject components and Assets. You edit properties in an Inspector window.


Properties fall into the following major categories:

  • References: links to other GameObjects and Assets.
  • Values: numbers, colors, on/off settings, text, and so on.


Reference properties take compatible Project Assets or GameObjects in the Scene as inputs. For example, the Mesh Filter component refers to a Mesh Asset somewhere in the Project.

When you create a component, its reference properties are unassigned.

You assign references to properties by dragging and dropping objects and Assets onto reference property fields, or using an Object Picker window.

Some reference properties accept specific types of components (for example, Transform). When you assign a GameObject to those properties, Unity locates the first component of the required type on the GameObject, and assigns it to the reference property. If the GameObject doesn’t have any components of the right type, you cannot assign the GameObject to the property.

Assigning references by dragging and dropping

To assign a reference to a property, drag and drop a compatible GameObject or Asset onto the property field in the Inspector.

Assigning references with the Object Picker window

Use the Object Picker window to find and select a reference object to assign.

  1. Click the small circle icon to the right of the property in the Inspector to open an Object Picker window.
  2. Find the object or Asset you want to reference, and double click it to assign it to the property.

You edit most value properties using simple controls. For example:

Fields where you enter text and numeric values.

You can type numeric values directly in a property field, or click and drag the property label to increase and decrease the value.

Some properties also have sliders for adjusting numeric values.

Check boxes where you toggle properties on and off.

Drop-downs and pop-ups where you choose one of multiple possible values.

Some GameObjects and Assets have more complex properties that you edit with specialized controls or dedicated editors. The rest of this section describes how to set these complex properties.

Color values

The Inspector window displays color properties as swatches.

Click any swatch to open a color picker or an HDR color picker, depending on the context. For example, Unity displays the HDR Color Picker window when you edit the emission color property in the standard shader.

The Unity Color Picker window (left) and HDR color picker (right)
The Unity Color Picker window (left) and HDR color picker (right)

You can also use the eyedropper tool to pick color values from anywhere on the screen.

To pick a color, click the eyedropper button next to a color property, then click anywhere on the screen. Unity sets the color property to the color of the pixel you clicked.

You can save the colors you set in reusable swatch libraries that you can share between projects.

On macOS, you can choose to use the system color picker instead of Unity’s built-in color picker. From the Preferences (menu: Unity > Preferences) open the General panel and select macOS Color Picker.

Gradient values

A gradient is a visual representation of a color progression. They are useful for blending one color gradually into another, over space or time.

In Unity, you set some gradients by setting two or more color properties.

Other gradients provide dedicated editors to control the relative amount of each color.

The Particle System gradient editor
The Particle System gradient editor

A dedicated gradient editor shows the main colors, called stops, and all the intermediate shades between them in the gradient bar (1).

Upward-pointing arrows along the bottom of the gradient bar represent color stops (2).

  • Click a stop to select it. Unity displays its color value in the Color field.
    • Click the color swatch (3) to edit the color using a standard color picker.
    • You can also use the eyedropper tool (4) to pick color values from anywhere on the screen. Click the eyedropper button then click anywhere on the screen. Unity sets the color property to the color of the pixel you clicked.
  • Click an empty area under the gradient bar to add a stop.
  • Click and drag a stop to move it.
  • To delete a stop, select it and use the Ctrl/Cmd + Delete shortcut.

Downward-pointing arrows above the gradient bar represent alpha stops (5) that control the gradient’s transparency at a given point. You add and edit alpha stops the same way you edit color stops. When you select an alpha stop, the gradient editor displays an Alpha slider instead of the Color field.

By default, a gradient has two stops set to 100% alpha, which makes the gradient fully opaque. You can edit a stop to adjust the transparency, and add additional stops as needed.


A Curve is a line graph that shows the response (on the y axis) to the varying value of an input (on the x axis).

Animation 窗口中的曲线编辑器
Animation 窗口中的曲线编辑器

Unity uses curves in a variety of different contexts, especially in animation. Curve editors have a number of different options and tools. For details, see Editing Curves.

Bar sliders

A bar slider is a specialized control that lets you allocate a particular resource visually. For example, the LOD Group component uses a bar slider to define transitions between GameObject LOD levels.

The LOD Group selection bar is a type of bar slider control
The LOD Group selection bar is a type of bar slider control

You adjust the relative values of each segment in the bar by dragging the segment edges. Some bar sliders also have draggable handles.


When a script exposes an array as a public variable, the Inspector displays a control that lets you edit both the number of items in the array (Size) and the values or references within it.

A script with a Vector3 array property
A script with a Vector3 array property

When you decrease the Size value, Unity removes values from the end of the array. When you increase the Size value, Unity copies the current last value into all the new elements it adds.

To set up an array whose values are mostly the same, add the first element and then change the size to copy its value to subsequent elements.

Creating swatch libraries

Use swatch libraries to reuse, save, and share colors, gradients, and animation curves. You can save and choose swatches in the Color Picker, Gradient Editor, and Curve Editor.

Swatches section in the Unity Color Picker
Swatches section in the Unity Color Picker

样本库是保存在文件中的样本集合。Swatches 部分一次显示一个样本库。


1.打开拾色器、渐变编辑器或曲线编辑器。例如,在 Hierarchy 窗口中选择 Main Camera。 1.在 Inspector 窗口中,单击 Background Color。 1.在拾色器窗口中,根据喜好调整颜色、渐变或曲线。 1.在 Swatches 中,单击轮廓框。 1.如果视图处于 List 模式,则可以选择输入样本的名称。

在 Grid 视图中保存颜色的示例
在 Grid 视图中保存颜色的示例

拖放样本可更改其顺序。右键单击样本可将其移动到顶部、对进行替换、重命名或删除。也可以通过按住 Alt/Option 并单击样本来将其删除。

使用 Swatches 中的下拉菜单:

  • 选择 ListGrid 来更改视图。List 视图还显示样本的名称。
  • 选择一个样本库。
  • 选择 Create a Library 可创建新的样本库以及保存该样本库的位置。
  • 选择 Reveal Current Library Location 可在 Windows 资源管理器/Mac OS Finder 中查看当前库。

默认情况下,Unity 将样本库保存在用户偏好设置中。也可以在项目中保存样本库。Unity 将项目样本库保存在 Assets 文件夹的 Editor 文件夹中。要在用户之间共享项目样本库,或将样本库包含在资源包中,请将它们添加到修订控制存储库中。


1.在 Project 窗口中选择样本库。 2.在 Inspector 窗口中,单击 Edit

  • Reorganized Inspector section pages in Unity 2020.1
Focused Inspectors