Ecosystem Hub Core Framework (156+) Animated (87) Component Designer (75) Hierarchy Designer (83) Validation Module (39) Inspector Customizer ToolBox Vol. 1 (4)

[HierarchyBadge]

Target: Class | Field Window: Hierarchy Zero GC

Draws a sleek colored pill badge on the Unity Hierarchy row for static entity categorization or dynamic conditional state display.

Unity Hierarchy Window Simulated Preview
PlayerCharacterEntity PLAYER ALIVE
Ignis_LordOfCinders BOSS PHASE 2

1. Overview & Value Proposition

What it does: Renders sharp metadata badges alongside GameObject names in the Hierarchy window. It supports static categorization (e.g. "PLAYER", "BOSS", "AUDIO") or dynamic boolean field monitoring (flips between "ALIVE" and "DEAD" in real time).

The Problem: Default Unity hierarchy rows only display plain text GameObject names. Finding specific entity types in scenes with 5,000+ objects requires reading naming conventions or opening component lists.

The Solution:

  • Instant Telemetry: Observe game entity states at a glance without selecting them.
  • Dual-State Flips: Binds to boolean variables to swap text and colors dynamically.
  • Zero Runtime Allocations: Evaluates with cached strings and zero GC per repaint.

2. Quick Start Example

using UnityEngine;
using MaharajaStudio.MSUltimate.HierarchyDesigner;

[HierarchyBadge(Text = "PLAYER", BadgeColor = "#0284C7", TextColor = "#FFFFFF", Bold = true)]
public class PlayerCharacterEntity : MonoBehaviour
{
    [HierarchyBadge(Text = "ALIVE", AlternateText = "DEAD", BadgeColor = "#16A34A", AlternateBadgeColor = "#991B1B", ShowCondition = HierarchyBadgeCondition.WhenTrue)]
    public bool isAlive = true;

    public float currentHealth = 100f;
}

[HierarchyFolder]

Target: Class Flatten On Build: Yes Window: Hierarchy

Transforms an empty GameObject into an organizational folder header with colored chapter bars, folder iconography, and optional build-time flattening.

Unity Hierarchy Window Simulated Preview
📁 STATIC ENVIRONMENT [Folder Header]
Terrain_Forest_01
Rock_Formation_B

1. Overview & Value Proposition

What it does: Converts dummy organizational GameObjects into clean, stylized virtual folders in the Hierarchy window. It provides visual chapters and includes an optional FlattenOnBuild = true feature that unparents child entities during standalone game builds to eliminate transform hierarchy depth overhead.

The Problem: Unity has no native scene folders. Developers create dummy GameObjects like --- LIGHTING --- which clutter transform structures and degrade runtime performance if left nested.

The Solution:

  • Folder Iconography: Clean full-width colored header rows with folder icons (📁).
  • Optional Build Optimization: Unparents children automatically when compiling game builds.
  • Custom Folder Themes: Assign distinct theme colors to different sub-systems.

2. Quick Start Example

using UnityEngine;
using MaharajaStudio.MSUltimate.HierarchyDesigner;

[HierarchyFolder(FolderName = "STATIC ENVIRONMENT", FolderColor = "#10B981", FlattenOnBuild = true)]
public class EnvironmentFolder : MonoBehaviour
{
}

Hierarchy Designer Catalog (83 Total)

83 Hierarchy Attributes Staged in Workspace

All 83 hierarchy attributes across 8 categories are staged inside assets/Documentations/MSUltimate/Addons/HierarchyDesigner/Documentation/attributes/.