Provides a Runtime Atlas-scoped component inspector for the currently selected GameObject. Complements the Unity Inspector with selection history, component pinning, and filtering.
The tab tracks the Unity Editor selection. Select any GameObject in the Hierarchy or Scene view — the tab updates immediately. The current target name and full hierarchy path are shown at the top of the tab.
Each component on the selected GameObject renders as a card with:
| Field | Description |
|---|---|
| Component name | Type name |
| Enabled toggle | Toggle enabled state (where applicable) |
| Property list | Serialized properties rendered via Unity's serialization system |
- Click Pin on any component card to pin it.
- Pinned components remain visible at the top of the list regardless of selection changes.
- Click Unpin to release.
Filter buttons:
| Button | Shows |
|---|---|
| Pinned | Only pinned components |
| Disabled | Only disabled components |
| (none) | All components on the current target |
| Button | Action |
|---|---|
| Back | Navigate to the previously inspected object |
| Next | Navigate forward in inspection history |
| Ping | Highlight the target in the Hierarchy window |
| Copy Path | Copy the full hierarchy path to clipboard |
| Expand All | Expand all component cards |
| Collapse All | Collapse all component cards |
The + Add Component button focuses the Unity Inspector window, where the native Add Component workflow is available. This is the correct cross-version approach for Unity 2021.3 through Unity 6 (the Component/Scripts menu path used in earlier implementations was removed in Unity 6).
The Lock button prevents the tab from tracking selection changes. The locked target remains displayed until unlocked or until Play Mode exits.