Inspector
The Inspector edits whatever is selected - a GameObject's components, or a project asset. It is where you tune values, add and remove components, wire up colliders and scripts, and preview assets.
When a GameObject is selected it shows that object's components; when you select an asset in the Asset Browser it shows that asset instead. With nothing selected it prompts you to pick something.
Object header
At the top of an object's Inspector:
- An enable checkbox - toggles the object active/inactive. With several objects selected it applies to the whole selection.
- The name field - click to rename (Enter to commit, Esc to cancel).
- A Static toggle - marks the object as non-moving scenery. Static objects can be merged for draw-call batching and cached shadows, and their collider becomes a fixed (immovable) physics body. It applies across a multi-selection too.
📸 Screenshot - save as img/editor-inspector.png
The Inspector for a selected mesh object: the header with the enable checkbox, name, and Static toggle, then Transform, MeshRenderer, and a Collider foldout expanded.
Components as foldouts
Each component the object carries is a collapsible foldout. The header row has:
- A twisty (▾ / ▸) to expand or collapse it.
- A per-component enable checkbox (every component except Transform) - disable a component without removing it.
- The component name.
- ⧉ Copy - copy this component and its settings, to paste onto another object.
- 🗑 Remove - remove the component (not shown for Transform).
The fields inside come from each component's declared field specs, and Awaken hides fields that do not apply to the current values - for example a Collider's radius/height disappear when its shape is a mesh.
Field widgets
Awaken uses Unity-style editing widgets. The most important is the scrub label:
Drag a numeric field's label left/right to scrub its value. Hold Shift for coarse steps (×10), Alt for fine steps (×0.1); a fast flick jumps further.
Editing is live - the value updates in the viewport as you drag or type - and a single undo step is recorded when you release. The widget set:
| Widget | Used for |
|---|---|
| Scrub label + number box | Any single number |
| Slider + number box | A number with a declared min..max range |
| Euler control | Rotation - a quaternion shown as X / Y / Z degrees, like Unity |
| Vec3 (X/Y/Z) | A 3-component vector, each axis scrubbable |
| Color | A colour swatch/picker with a hex readout |
| Enum dropdown | A fixed set of options |
| Checkbox | A boolean |
| Asset dropdown | A texture or material reference (choose from the project's assets) |
The number box is decimal-safe - you can type 0.05 without it collapsing mid-entry.
The Collider editor
A Collider can hold several shapes (for example a solid body plus a trigger volume). Each shape is an editable block:
- An enable toggle and a kind picker:
box,sphere,capsule,cylinder, ormesh. - Fit (non-mesh shapes) - resize and centre the shape to wrap the object's mesh.
- Shape fields: center (box/sphere/capsule/cylinder); size (box half-extents); radius (sphere/capsule/cylinder); height (capsule/cylinder).
- For a mesh collider, a searchable collision-mesh picker with an auto button that picks the closest-matching collision mesh by name and size, falling back to the object's own render mesh. Choosing the
meshkind runs that auto-match for you. - Flags: convex (mesh only - wrap it in a simplified convex shell that works on moving bodies; off = exact triangle mesh, static-only), trigger (a sensor that detects overlaps and fires
onCollisionbut does not block), and static (pin the shape in world space so it does not move with the object - e.g. a doorway trigger on a swinging door).
+ Add collider shape adds another. Adding a Collider component via Add Component auto-fits it to the object's mesh.
The Script editor
A Script component runs one or more behaviours. Each behaviour block has:
- A searchable script picker listing your compiled game scripts by name (editor tools are filtered out - they run on demand from the Code panel and are never attached to objects), plus + New Game Script → Code which creates a script and jumps to the Code Panel to edit it.
- An on toggle and a remove button.
- The behaviour's auto-discovered public fields, rendered as editable rows.
The public fields come from the compiled script's class - public number/boolean/string/enum/vec3 fields, and entity references. Awaken renders each with the right widget: numbers as scrub/number (or a slider when the field's comment declares a min..max range), booleans as checkboxes, string-literal unions as enum dropdowns, vec3 as X/Y/Z, and entity references as an object picker filtered to entities that carry the declared component type (a camera: Camera field lists only cameras). A field's // comment becomes its tooltip. See Script parameters.
+ Add script attaches another behaviour to the same object.
Per-object material params
A MeshMaterial component names a hook-based Material asset. Any param that material marks per-object also appears here as an editable row, so a single Material can dress many objects differently - one Water material, each lake with its own depth colour - instead of duplicating the asset per variation.
Each row shows whether this object is using the material's default or its own value, and a reset control clears the override. Resetting deletes the override rather than copying the default in, so that object goes back to following the asset - change the material's default later and every non-overridden object follows along.
Params the material does not mark per-object are absent here by design: they belong to the material and are edited in the Shader Editor.
📸 Screenshot - save as img/editor-material-overrides.png
A MeshMaterial component with a hook material assigned, showing two per-object params - one at its default, one overridden and highlighted with its reset control.
Adding, pasting, and dropping
- + Add Component… - a dropdown of every component the object does not yet have.
- Paste <Component> - appears after you Copy (⧉) a component; pastes it onto the selected object, overwriting an existing one of the same type or adding a new one.
- Drag an asset from the Asset Browser onto the Inspector to attach it - a script attaches a Script behaviour, a material applies to the object.
Asset inspectors
Select an asset instead of an object and the Inspector shows a preview and actions for it:
| Asset | Shows |
|---|---|
| Mesh | A spinnable 3D preview (drag to rotate, scroll to zoom), vertex/triangle counts, size, UVs, and texture; Add to Scene. Collision meshes preview as a green wireframe. |
| Texture | An image preview and size; Apply to Selection and Create Material. |
| Material | A legacy PBR preset - colour, metallic, roughness, texture; Apply to Selection and Delete. |
| Material Asset | A hook-based material - hook/param summary and Edit (opens the Shader Editor). |
| Prefab | A merged 3D preview, object/vertex/triangle counts, a component list, and clickable chips for every asset it references (click a script chip to open it in Code); Add to Scene. |
| Animation clip | A live 3D preview of the clip retargeted onto a character - pick a model and a texture to view it on, scrub the timeline, and see a ground root-motion arrow. The chosen model and texture persist as you step between clips, so you can compare a whole pack without re-picking each time. |
When you drill from a prefab into one of its assets, a ← Back bar appears so you can return.
See also
- GameObjects & Components - the model the Inspector edits
- Component reference - every component and its fields
- Colliders - the collider shapes and flags
- Script parameters - how public fields become inspector controls
- Asset Browser - selecting assets to inspect