Inspector Basics and Workflows
The Inspector displays editable properties for the current Unity selection. A GameObject shows its components, an asset shows its import or authoring settings, and a prefab instance adds controls for its connection and overrides.
Confirm the selection, identify the component or asset importer, change one related value, and test the result.
- Select one GameObject or asset and read the Inspector header.
- Find the relevant component, property, warning, or object-reference field.
- Make one change, save it where required, and check the scene and Console.
Every VRChat world scene requires a VRC Scene Descriptor. VRChat also maintains an allowlist of components that can work in uploaded worlds, with additional Android exceptions. Check component support before building a system around an imported script or package.
What the Inspector Displays
| Selection | Inspector contents | Common task |
|---|---|---|
| GameObject | Name, active state, tag, layer, Transform, components, and materials. | Configure a scene object. |
| Component | The properties exposed by that component. | Adjust behavior or assign references. |
| Texture, model, audio, or video asset | Import settings and preview. | Change runtime format, size, or platform overrides. |
| Material | Shader and material properties. | Configure the rendered surface. |
| Prefab asset | The saved reusable object setup. | Edit defaults for connected instances. |
| Prefab instance | Components plus prefab and override controls. | Keep, apply, or revert instance differences. |
| Script asset | Script import information and references. | Locate or open the script, not edit a placed component's values. |
The Inspector is selection-dependent. If its header does not name the expected object or asset, stop before changing a property.
Open, Dock, and Duplicate the Inspector
Open an Inspector from Window > General > Inspector. Unity allows multiple Inspector windows, which can be docked, resized, or left floating.
Two Inspectors are useful when:
- comparing working and broken objects
- keeping a manager object visible while assigning references
- comparing prefab and instance values
- inspecting an asset while editing a scene object
Use the lock or a focused Inspector when one view must remain on a specific item.
Read a GameObject Inspector
A GameObject Inspector is a stack of components. Read it from the header downward:
- Name and active checkbox
- Tag and Layer
- Transform
- rendering, physics, audio, animation, UI, or navigation components
- custom scripts, Udon behaviours, and VRChat components
- Add Component
Each component controls one part of the GameObject. A visible object may use a Mesh Filter for geometry and a Mesh Renderer for materials, while collision comes from a separate Collider component.
The checkbox in a component header enables or disables components that support that state. This is different from disabling the complete GameObject at the top of the Inspector.
Edit Properties Safely
Use a short change-and-test loop:
- Save the scene.
- Select the intended object or asset.
- Confirm the component and field name.
- Record or remember the original value.
- Change one related property.
- Test the result.
- Undo or restore the original value if it does not solve the problem.
Asset importers may require Apply before Unity reimports the asset. Scene component values normally become part of the scene or prefab when that container is saved.
Assign Object References
Object-reference fields connect a component to a scene object, component, or project asset.
Common assignments include:
- an Audio Clip in an Audio Source
- a Material in a Renderer slot
- a Transform in a spawn or target field
- a scene GameObject in a script or Udon variable
- a prefab or ScriptableObject asset in a tool
Assign a reference by dragging the compatible object or asset into the field, or by using the field's object picker.
After assigning it:
- read the displayed object name
- confirm it came from the intended scene or project path
- test the component
- save the scene or prefab
A field showing None is not automatically an error; some references are optional. Use that component's documentation or validation message to determine whether the field is required.
Lock the Inspector
Locking keeps the current item visible while the Unity selection changes.
Use it to:
- drag references from the Hierarchy or Project window
- compare a locked object with new selections
- keep a prefab or asset importer open
If clicking another object does not change the Inspector, look for the active lock control before resetting the editor layout.
Unity also supports focused Inspectors that display only the item for which they were opened. A focused Inspector is useful when several general Inspectors would otherwise follow the same selection.
Locate the Inspected Item With Ping
When an Inspector is locked or focused, the object's original location may not be obvious.
- Open the Inspector's More Items menu.
- Select Ping.
- Unity highlights the source item in the Hierarchy or Project window.
Ping is a safe way to locate an asset or scene object without changing its path, parent, or reference.
Use the Component Menu
Open a component's context menu from its header. Available actions depend on the component and editor state.
| Action | Purpose | Check first |
|---|---|---|
| Reset | Return properties to component defaults. | Record any values or references that must be restored. |
| Copy Component | Copy the complete component. | Confirm the target object supports it. |
| Paste Component Values | Replace values on an existing matching component. | Object references may also be copied. |
| Paste Component As New | Add another component using copied values when supported. | Duplicate components may change behavior. |
| Move Up or Move Down | Reorder components in the Inspector. | The Transform remains first; keep related components easy to locate. |
| Remove Component | Delete the component from the object. | Check dependencies, prefab overrides, and VRChat requirements. |
Use Undo immediately if a reset, paste, or removal changed more than intended.
Edit Multiple Objects
Selecting two or more items lets the Inspector edit properties they have in common. Unity shows the selection count.
For multiple GameObjects:
- common components remain visible
- a dash (
-) indicates different values across the selection - changing a shared field writes that value to every selected object
- Unity warns when components are hidden because they are not shared by the complete selection
To copy one selected object's value across the selection, right-click the property name and use Set to Value of [GameObject] when Unity provides that command.
For multiple assets of the same type, the Inspector displays shared importer properties. Properties Unity cannot edit as a group are disabled.
Before a batch edit:
- read the selected-item count
- confirm every intended item is selected
- confirm the shown component is shared
- change one property
- inspect a few individual results
Review Prefab Overrides
When a prefab instance differs from its prefab asset, Unity presents the instance difference as an override. Overridden property names appear in bold.
Select the outer prefab instance and open Overrides to review:
- modified properties
- added or removed components
- added child objects
- the asset that an Apply action will change
Keep an override when one instance should differ. Apply it when the shared prefab asset should change. Revert it when the instance should return to the prefab value.
Do not use a broad Apply action until scene-specific object references and every listed override are understood.
Inspect Assets and Importers
Selecting an asset in the Project window opens its importer or editor in the Inspector.
| Asset | Examples of Inspector settings |
|---|---|
| Texture | Texture Type, Max Size, compression, mipmaps, and platform overrides. |
| Model | Scale, normals, materials, rig, animation, and lightmap UV settings. |
| Audio | Load Type, compression, quality, and sample-rate settings. |
| Material | Shader, textures, surface properties, and GPU instancing. |
Importer changes affect every scene, prefab, or material using that asset. Test a representative use after applying a change.
Diagnose Missing and Invalid Components
When an object stops working, inspect it before replacing packages or deleting files.
Look for:
- Missing (Mono Script) component headers
- object fields showing Missing
- required fields still showing None
- disabled components or inactive GameObjects
- prefab overrides that removed or changed a component
- the first related red Console error
NullReferenceException means code tried to use a reference that was null at runtime. The cause may be an unassigned Inspector field, but it can also come from script logic, runtime object lifetime, or a failed lookup. Use the Console stack trace to identify the script and line before assigning unrelated fields.
VRChat World Inspector Checks
Before local testing or upload, inspect:
| Object or component | Confirm |
|---|---|
| VRC Scene Descriptor | It exists in the active world scene and its spawn configuration is intentional. |
| Pipeline Manager | An existing world update uses the intended blueprint ID. |
| UdonBehaviour | Public variables and object references are assigned as designed. |
| VRC Pickup | Required Rigidbody and Collider components are present. |
| Collider | Size, position, enabled state, trigger state, and layer match its purpose. |
| Renderer and material | The intended materials and target-platform shaders are assigned. |
| Imported scripts | Their components are allowed in VRChat worlds and supported on the target platform. |
The SDK Builder's validation messages identify many configuration problems. Select or follow the referenced object, then make the correction in its Inspector.
Troubleshooting
The Inspector does not follow my selection.
Check whether that Inspector is locked or focused on a specific item. Unlock it, use a general Inspector, or keep the focused view and open another Inspector for the current selection.
A property shows a dash instead of a value.
Multiple selected items have different values for that property. Entering a value will write it to the complete selection, so verify the item count before editing.
Some components disappear during multi-object editing.
The selected objects do not all share those components. Unity hides non-common components and displays a notice. Narrow the selection or inspect the objects individually.
A script field shows None or Missing.
None means no reference is assigned; check whether the field is required. Missing means a previously assigned object or asset can no longer be resolved. Restore the original asset and metadata or assign the correct replacement.
Only one prefab instance changed.
The change is probably an instance override. Open the Overrides panel and decide whether to keep it on that instance, apply it to the prefab asset, or revert it.
A VRChat component works in Unity but not after upload.
Check VRChat's world-component allowlist and the target platform's exceptions. Then inspect required companion components, object references, layers, SDK validation messages, and the result of a VRChat client build test.
Inspector Checklist
| Before editing | After editing |
|---|---|
| Confirm the selected object or asset. | Save the scene, prefab, or importer change. |
| Check whether the Inspector is locked. | Verify prefab overrides. |
| Read the component and property names. | Test the affected behavior. |
| Record important original values. | Inspect the Console for new errors. |
| Check the selection count. | Check another instance or platform when relevant. |
Continue Learning
- Hierarchy, GameObjects, and Components
- Organize Unity Editor Windows and Saved Layouts
- Prefabs Basics and Variants
- Assets Folder, Importing, and Organization
- Find and Remove Scripts Safely
- Unity Troubleshooting
Official References
- Unity 2022.3: The Inspector Window
- Unity 2022.3: Working in the Inspector
- Unity 2022.3: Introduction to Components
- Unity 2022.3: Prefab Instance Overrides
- VRChat: Scene Components
- VRChat: Allowlisted World Components
- VRChat: VRC Pickup
Next Step
Open two Inspectors, lock one to a configured object, select a similar object in the other, and compare their components and references without changing either object.