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Unity Asset · Coming Soon

Hierarchy Pro

Style your Unity hierarchy with rules, not clicks.

Match GameObjects by name, component, tag, or layer and they color, icon, and badge themselves automatically — across every scene — then share the whole setup with your team in one git-friendly config. Editor-only, render-pipeline agnostic, and it never touches your scene.

Coming Soon Unity 2022.3 – Unity 6 Editor-Only Team-Friendly Colorblind-Safe

Coming soon. Hierarchy Pro has been submitted to the Unity Asset Store and is awaiting review. Want a heads-up the day it goes live? Email info@bliz.studio or join the Discord. This page is the official documentation — it'll gain the store link and download details at launch.

Overview

A messy Unity Hierarchy slows everyone down. Hierarchy Pro lets you describe what should be styled and how — then applies it everywhere, automatically, as your scene changes. Match GameObjects by name, component, tag, or layer and they color, icon, and badge themselves across every scene. It's an Editor-only tool: nothing ships in your build, and it never modifies the scene itself.

A Unity hierarchy styled by Hierarchy Pro with header bars, colors, and a CAM badge
One config turns a plain hierarchy into a color-coded, badged, header-organized view.

Quick start

  1. Open Tools → Hierarchy Pro → Rules.
  2. Click Create Config Asset (creates Assets/HierarchyPro/HierarchyProConfig.asset — commit this to share it with your team).
  3. Click Add Starter Rules to see your hierarchy transform instantly, or add your own.

Example — color every enemy and badge it: set Match = Name Starts WithNPC_, enable Text Color (red) and Badge = ENEMY. Every NPC_* object turns red with an ENEMY badge.

The Hierarchy Pro welcome window shown on first import
The welcome window on first import — open the Rules window, add starter rules, or read the docs.

The Rules window

A single config asset holds all your rules and global options. Because it's a normal project asset, you can commit it to version control and share identical hierarchy styling with your whole team — no per-machine setup.

Add rules fast

Each rule is a compact card with a live color/icon preview. Click to expand and edit; use the ⠿ handle to drag-to-reorder. The value field adapts to the match type — a tag dropdown for Tag, a layer dropdown for Layer, a component picker for Has Component, and a live validity check for Regex.

The Hierarchy Pro Rules window listing Headers, Camera, Light, UI, and Managers rules
All your rules in one shareable config — each a compact card with a live color/icon preview.

Match types

A rule matches a GameObject using one of seven match types:

Match typeMatches when…Example
Name Equalsname equals the text (case-insensitive)Main Camera
Name Starts Withname begins with the textUI_
Name Containsname contains the textSpawn
Name Regexname matches a .NET regular expression^NPC_.+$
Has Componentobject has a component of that typeCamera
Tagobject's Unity tag equals the valuePlayer
Layerobject is on that layerUI

Rules evaluate top-to-bottom and layer, so broad rules plus specific overrides do exactly what you'd expect.

A Has Component rule for AudioListener created with + From Selection
Infer a rule straight from your selection — here, a Has Component rule for AudioListener.

Styling options

A Headers rule with Render As Header enabled, showing bar and text color
Render organizer objects as real full-width header bars — no empty marker GameObjects.
The built-in editor icon picker open on a rule in Hierarchy Pro
Pick any built-in editor icon from the visual picker, or assign your own texture.

Team workflow

The Hierarchy Pro config asset committed alongside the project in version control
Share one config with your team — commit once, zero per-machine setup.

Colorblind-safe & non-destructive

New rules default to a colorblind-safe palette (distinguishable across all common types of color blindness), and you can pair color with icons and badges so styling reads for everyone.

Hierarchy Pro only draws — it never adds components, renames, reparents, or creates marker objects. Turning it on or off, or removing the asset, cannot modify, break, or bloat a scene. It's fully reversible.

Compatibility & support

Questions, bugs, or feature requests? Email info@bliz.studio or join the Discord. See the changelog for release notes.

FAQ

Does it modify my scene?

No. Hierarchy Pro only draws in the Editor — it never adds components, renames, reparents, or creates marker objects. Turning it on or off, or removing the asset entirely, cannot modify, break, or bloat a scene. It's fully reversible.

Does it work in Unity 6?

Yes. Hierarchy Pro supports Unity 2022.3 LTS, 2023.x, and Unity 6 (6000.x), and is render-pipeline agnostic — Built-in, URP, and HDRP all work the same.

Is the config shareable across a team?

Yes. All rules live in a single HierarchyProConfig.asset in your project. Commit it to version control and every teammate gets the same hierarchy styling automatically — no per-machine setup. You can also mute styling on your own PC or point at a personal override without touching the shared asset.

Is it colorblind-safe?

Yes. New rules default to a colorblind-safe palette that stays distinguishable across all common types of color blindness, and you can pair color with icons and badges so styling reads clearly for everyone.

Pairs naturally with Multi Tag — tag your objects, then let Hierarchy Pro style them by those tags, layers, or components for a hierarchy that reads at a glance. Looking for free browser utilities? See our free game dev tools.