Tidy Tools is two editor tools in one package: Folder Tools for the Project window and Hierarchy Tools for the
Hierarchy. They don't add new windows to learn. They draw on top of the windows you already use all day and get out of
the way.
Nothing here ends up in your build. Every feature has its own toggle, so if you only want colored folders and nothing
else, that's what you get.
Folder Tools (Project window)
- Color any folder and put an icon badge on it. Alt+Click opens the palette; multi-selection works.
- A slim navigation bar above the toolbar: back/forward history (mouse buttons 4 and 5 work too), recent folders, and
bookmarks you drag folders onto.
- Automatic icons based on what a folder contains, plus a small minimap of the asset types inside each folder so you
can tell Materials from Textures without expanding anything.
- Rules: say "everything under Assets/Art is green, every folder named *Editor gets a gear icon" once and it stays
that way as the project grows.
- Folder notes (shown as tooltips), folder locks that refuse drag & drop, optional asset counts.
- Hierarchy lines, zebra striping, background tinting, a minimal mode, and two-line names in the grid view so long
asset names stop ending in "...".
- Hover shortcuts: E to expand/collapse, Shift+E to isolate, Ctrl+Shift+E to collapse all.
Hierarchy Tools (Hierarchy window)
- Colored rows and custom icons. Alt+Click a color to apply it to an object and everything under it; children get a
paler tone so groups read as one block.
- A component strip on every row. Alt+Click an icon to open a floating editor for just that component, right-click for
the component menu, or drag the icon straight into an Inspector field.
- A scene switcher on the scene header: searchable, with favorites and additive loading.
- Bookmarks and a Collapse All button inside the Hierarchy's own toolbar.
- An activation checkbox that appears when you hover a row. Alt+Click it to solo.
- Rules by name, path, tag, layer or component, so dividers, managers and UI roots color themselves in every scene.
- Info badges (tag, layer, static, prefab overrides), a default-parent label, hierarchy lines, zebra striping, minimal
mode.
- Hover shortcuts: D default parent, A toggle active, F frame in Scene view, X delete, E/Shift+E/Ctrl+Shift+E
expand/isolate/collapse, Shift+F isolate in Scene view, Alt+1..9 jump to bookmarks. All rebindable in Unity's
Shortcut Manager.
Customizable
The palette (which colors and icons are offered) is an asset you can edit, export and import as JSON. Icons come from
Unity's built-in icon set (over a thousand, searchable) or any texture in your project. Rules, badges styles and every
visual option live in one settings page: Tools > Tidy > Tidy Window, or Project Settings > Tidy.
Team friendly
Colors and icons are stored in a small data asset, not in your scenes or prefabs. No scene file is ever touched.
Commit the data asset and everyone on the team sees the same highlights; bookmarks and toggles stay personal.
Good to know
- Editor-only. Supports Unity 6000.0 through 6000.5.
- Full C# source included, with a short PDF guide.
- Some features rely on internal Editor APIs. If a future Unity version changes one of them, that single feature
switches itself off and logs one warning; the rest keeps working.
Works with any project type or genre; it only cares about folders and GameObjects