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Hierarchy Colorizer

Editor tool · Unity 2021.3 LTS and above · Unity 6 supported · View on Asset Store ↗

Frequently Asked Questions

How do I install Hierarchy Colorizer?
Import the package via the Unity Package Manager or the Asset Store tab in the editor. Once imported, go to Window → Two Green Pigs → Hierarchy Colorizer to open the settings window. The tool activates automatically — no scene setup required.
Which Unity versions are supported?
Hierarchy Colorizer supports Unity 2021.3 LTS, 2022.3 LTS, 2023.x, and Unity 6 (6000.x). If you experience issues on a specific version, please contact us.
How do color rules work?
Rules are matched top-to-bottom — the first matching rule wins. You can match by name (contains, exact, starts with, ends with), by Tag, or by Layer. Drag rules in the settings window to reorder them. Enable Apply Colors to Children to inherit colors down the hierarchy.
How do I set a color for a specific object only?
Hover over any row in the Hierarchy — a small button appears on the right. Click it to open the color picker and choose a color. This per-object override has the highest priority and overrides all rules. A colored swatch stays visible on the row; click × to clear it.
Colors disappeared after restarting the editor. What happened?
Colors defined by rules persist automatically via the Settings asset. If per-object overrides disappeared, make sure the HierarchyColorizerSettings asset is saved in your project (not inside a Temp folder). If the issue persists, please email us with your Unity version.
The component icons are overlapping with other UI. How do I fix it?
Open the Hierarchy Colorizer settings window and disable Show Component Icons, or reduce the number of columns displayed. You can also disable individual features (hover toggle, per-object color picker) to free up space on each row.
Does it work with prefabs and prefab mode?
Yes. Rule-based colors work in prefab mode. Per-object overrides use GlobalObjectId to identify objects, so they work in the scene hierarchy. Inside prefab isolation mode behavior may vary depending on the Unity version.
How do I reset everything to defaults?
Click the Reset to Defaults button at the bottom-left of the Hierarchy Colorizer window. This restores all general settings and clears all rules. Per-object overrides are stored separately in the Settings asset — you can clear them by deleting the Color Overrides list directly in the Inspector.

Still need help?

Send us an email with your Unity version, a description of the issue, and any relevant screenshots. We respond within 1–2 business days.

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SO Sheet

Editor tool · Unity 6.0 and above · View on Asset Store ↗

Frequently Asked Questions

How do I open SO Sheet?
After importing the package, go to Tools → TwoGreenPigs → SO Sheet. The window opens as a dockable Editor panel. Click the type selector button in the top-left of the toolbar, pick any ScriptableObject type from your project, and all assets of that type will load into the table.
Which Unity versions are supported?
SO Sheet requires Unity 6.0 or higher (6000.x). It relies on the sortColumnDescriptions API introduced in Unity 6 and is not backwards-compatible with Unity 2022 or earlier. It has been tested on Unity 6.3.11f1 LTS.
Which field types are supported?
SO Sheet supports every standard Unity serialized type:
  • Primitives: int, float, bool, string, LayerMask
  • Math: Vector2, Vector3, Vector4, Quaternion, Rect, Bounds
  • Graphics: Color, AnimationCurve, Gradient
  • Enums, Object References (Sprite, Texture, GameObject, MonoBehaviour, etc.)
  • List<T> and arrays of any simple type
  • Nested [Serializable] classes (shown as expandable rows)
Does editing support Undo/Redo?
Yes. Every edit goes through Unity's SerializedObject API, so Ctrl+Z / Ctrl+Y work exactly as they do in the Inspector. No data is bypassed or written directly.
How do I assign a Sprite, Texture, or GameObject in a cell?
Object Reference cells work just like the Inspector. You can drag and drop any asset from the Project window directly onto the cell, or click the small picker button inside the cell to open the standard Unity asset picker filtered to the correct type. No GUIDs need to be typed manually.
How does CSV Export work?
Click Export CSV in the toolbar. Only the records currently visible (after any active search or filter) are exported. You can choose the delimiter (Comma, Semicolon, or Tab) and the save location. The file is written in UTF-8 with BOM for Excel compatibility. Object References are serialized as guid:<assetGuid>, sub-assets (e.g. Sprites inside a Texture) as guid:<guid>::<subAssetName>.
How does CSV Import work?
Click Import CSV and select your file. The CSV must contain a Name column — this is used to match each row to an existing asset. Rows that match an existing asset name are updated in place; rows with unknown names create new assets in the configured destination folder. A summary dialog shows how many assets were created, updated, or skipped.
How do I set a default folder for creating or importing assets?
Click the 📁 button in the toolbar (next to the type selector) while the desired SO type is loaded. A folder browser opens — select any folder inside your Assets/ directory. This default is saved per ScriptableObject type and is used automatically when creating new assets, importing CSV, or pulling from a REST endpoint.
What is Batch Edit and how do I use it?
Select one or more rows (use Shift+Click or Ctrl+A to select all), then click Batch Edit. Choose the column you want to change, enter or pick the new value, and click Apply. The value is written to all selected records at once. Object Reference fields show a drag-and-drop picker — no manual GUID entry required.
How do sorting and filters work?
Click any column header to sort ascending or descending. Click Filter to open the advanced filter dialog where you can add multiple conditions (Contains, Equals, Not Equals, >, <) across different columns — all conditions are AND-ed. The search bar provides a quick real-time text filter across all columns simultaneously. Click the × button to clear all active filters.
What keyboard shortcuts are available?
  • Ctrl+A — Select all visible records
  • Ctrl+C — Copy selected rows as CSV
  • Ctrl+V — Paste CSV data into selected rows
  • Ctrl+D — Duplicate selected asset
  • Delete / Backspace — Delete selected assets
  • ↑ / ↓ + Enter — Navigate and confirm in the type selector popup
What is the REST Sync feature?
REST Sync is an optional feature for teams that manage game data in an external backend. Click REST ⚙ to configure a URL and authentication (None, Bearer Token, or API Key). ↓ Pull sends a GET request and imports the JSON response into Unity assets. ↑ Push sends a POST (or PUT/PATCH) with all current records serialized as JSON. The feature is completely optional — the tool works fully without it.
Where are the project settings?
Go to Edit → Project Settings → SO Sheet. From there you can configure confirmation dialogs (on delete / on import), persistence options (column widths, sort state, scroll position), the default CSV delimiter, and the type selector behaviour (max recent types, show all Unity types toggle).
Does SO Sheet add anything to the game build?
No. SO Sheet is entirely Editor-only. All scripts live inside an Editor-only assembly definition. Nothing is included in player builds and there is zero runtime overhead.

Still need help?

Send us an email with your Unity version, a description of the issue, and any relevant screenshots. We respond within 1–2 business days.

✉ Email Support

For general enquiries not related to a specific package, email us at pengu89@gmail.com