The window
The window has three areas:
- Sidebar: All assets, Favourites, and your categories. Each entry shows its asset count.
- Asset browser: the grid or list of assets in the current view.
- Inspector: the selected asset, its normal Unity inspector, and any Editor Pro extensions.
When nothing is selected, the inspector area shows a small overview of the current category: asset count, type count, most common type, and a type distribution.
Hover an asset to see its name, type, and path. In All assets, an unassigned asset also shows that it is uncategorized.
Finding assets
Use the search field at the top of the browser. It looks through:
- Asset names
- Type names and full type names
- Extra terms supplied by a registered search provider
Use the sort/filter button beside search to:
- Sort by Type, then name or Name A-Z
- Search the available asset types
- Choose one or more types to show
- Clear the selected type filters
The view can be a Grid or List. Change it in Settings. Grid cell size is also set there, from 72 to 156 pixels. Drag the divider between the browser and inspector to give either area more room.
The refresh button asks Unity to refresh and rebuilds Editor Pro's asset list. Use it after a larger project change if the normal automatic refresh has not caught up yet.
Creating assets
Click the + button, search for a type, then choose it. Editor Pro asks where to save the new .asset file and opens it when it is made.
The create menu only shows enabled, non-Other types. Recently used types appear first, followed by types with a higher registered creation priority and types that are already used in the current category.
For each type, Editor Pro first tries that type's normal Unity Assets/Create command. If there is no command, it creates the ScriptableObject directly. Integrations can replace or add to this workflow; see Creation API.
Selecting assets and tabs
Click an asset to open it in the inspector.
- Click: open one asset and replace the current open selection.
Ctrl-click on Windows/Linux orCmd-click on macOS: keep the current assets open and add this one as another tab.Shift-click: open every visible asset between the first selected asset and this asset.- Click a tab: make that asset active in the inspector.
- Click the
xon a tab: close it. If it was active, the tab before it becomes active when available. - Double-click a tab: Editor Pro switches to that asset's category and scrolls the asset into view in the browser.
- Double-click an asset in the grid or list: Unity pings that asset in the Project browser.
Open tabs are on by default and can be turned off in Settings. When there are many tabs, use the horizontal tab bar to move through them. Editor Pro restores open tabs, the active asset, the selected category, search text, view, sort choice, pane size, and scroll positions when the window is reopened.
The lock button keeps the current inspector visible while you browse or open other assets. The other assets can still be added to tabs; they simply do not replace the locked inspector.
Working with an asset
The inspector header lets you:
- Rename the asset by editing its name. This renames the asset file in Unity.
- Duplicate it. The copy is made beside the original as
Name Copy.assetand opens in a new tab. - Delete it after confirmation.
- Add or remove it from Favourites.
- Ping it in Unity's Project browser.
Right-click an asset in the grid or list for the same actions plus Move / Rename, which opens Unity's save panel. The menu may also contain actions supplied by an integration.
If a normal inspector field references another enabled ScriptableObject, clicking that reference opens the referenced asset in a new tab. Clicking the small object-picker button does not do this.
Categories and favourites
Every asset gets its category from its type unless you assign the asset itself to another category. This means you can put most Quest assets in Quests, then move one special quest somewhere else without changing the type's default.
To move assets, drag an asset from the grid or list onto a sidebar category. Dragging onto Favourites adds it to favourites. If the dragged asset is one of several open assets, Editor Pro drags all currently open assets together, which makes batch moves quick.
Uncategorized and Other are built-in categories. They appear in the sidebar only when they have assets. They cannot be removed. If you delete a custom category, its types and any asset-specific assignments move back to Uncategorized.
Settings
Open Settings with the gear button. It opens as a tab and contains:
Layout
- Switch between Grid and List.
- Set grid cell size.
- Show or hide open tabs.
- Reset the layout to the default grid, default cell size, visible tabs, and default pane width.
Asset browser
Use Exclude folder to hide a folder under Assets and everything below it. This is useful for generated assets or content you do not manage by hand. Excluded assets are removed from the browser and from open tabs. The root Assets folder itself cannot be excluded.
Categories
- Add a category.
- Edit its name and optional Texture2D icon.
- Drag its handle to reorder it.
- Remove it when it is no longer needed.
Maintenance
- Configure asset types returns to the welcome/type setup screen.
- Reset Editor Pro clears Editor Pro categories, type choices, favourites, create history, tabs, and saved layout. It does not delete your Unity assets.
Editor Pro also checks for package updates. An available update can be closed, skipped for that version, or opened in the changelog.
Built-in integration
When Game Creator 2 is installed, Editor Pro automatically tries to use its item, shooter, stats, quest, melee, and related sprites as asset icons. No setup is needed. If an icon cannot be read, Editor Pro falls back to Unity's normal type or asset icon.