Scenes, GameObjects, components, and UI
Xorin can inspect the active scene and perform common scene-editing operations through structured Unity tools.
Scene workflows
- List project scenes and inspect the active hierarchy or scene statistics.
- Create an empty scene, a scene with Unity's default objects, or a copy of an existing scene.
- Load a scene in Single or Additive mode.
- Search objects by name, glob, regular expression, tag, layer, or component.
Environment presets
Xorin can set up a scene environment with grouped undo using outdoor, indoor, space, underwater, studio, or custom presets. Depending on the preset, the workflow creates ground or room geometry, lighting, and a camera. Supported options include ground or room size, outdoor ground color and camera placement, and additional objects for a custom setup.
GameObjects and hierarchy
- Create empty objects, primitives, lights, cameras, and particle-system objects.
- Duplicate or delete objects, reparent them, and change active state.
- Set local or world position, rotation, and scale.
- Place an object relative to another object—for example on top of, below, left of, or between references.
- Apply multiple supported operations as a batch with grouped undo behavior.
Components and properties
Xorin can add or remove components, inspect component properties, set supported serialized values, assign object references, apply materials, and set tags or layers recursively.
Dependency checks prevent some unsafe removals, and contextual warnings can point out incomplete physics, animation, rendering, or script setups after a change.
UI creation
Xorin can create common Unity UI elements such as text, images, and buttons, and can create a Canvas when needed. This is useful for basic menus and HUD scaffolding; complex layout and visual polish still require inspection in Game View.
Spatial and physics tools
- Calculate object bounds and find a likely ground plane.
- Check collisions, probe an area, and find a valid placement.
- Arrange objects around a reference or clear an area.
- Validate placement and common Collider/Rigidbody setup issues.
- Guard against obvious 2D/3D physics and primitive mismatches.
There is no dedicated structured action for every Inspector field or hierarchy operation, including direct GameObject rename. Spatial checks use Editor-time bounds and physics information; validate important behavior in Play Mode.