Unity authoring tools are available as Overlay panels in the Scene view window to make them more accessible and improve your workflow. You can customize which Overlays are shown, their placement in the Scene view window, and save your customized Overlay configurations as presets to reuse and share.
You can also create custom Overlays.
Default Editor Overlays
|Grid and Snap Toolbar
Toggle all your configured Overlays to hide/show by pressing the backtick ( ` ).
To reposition an Overlay in the Scene view:
Note: You can overlap Overlays that are floating in the Scene view. Click on the Overlay to bring an Overlay to the front.
To dock an Overlay to the top, bottom, or side of the Scene view:
To move an Overlay into a position occupied by another docked Overlay:
Note: An Overlay that is not a toolbar (for example, Orientation) will collapse when docked. Access the Overlay’s options by clicking the down arrow.
To collapse an Overlay, right-click the handle (=) or click the border of the Overlay and select Collapse.
To expand, right-click and select Expand.
To snap an Overlay to a corner of the Scene view:
Note: Snapping several Overlays into the corner does not snap them to each other. Each Overlay remains snapped to the corner until you change its position.
Some Overlays allow you to select a vertical or horizontal orientation.
To change an Overlay’s orientation:
You can save your Overlay configurations to easily switch configurations in your project.
To save your Overlay configuration as a preset:
Note: When you save an Overlay preset in this way, it does not create a file that you can load to another project, but saved presets are available to any Unity project on your computer.
Overlay configurations are also saved when you save the Editor layout.
To switch your Overlay configuration:
Press the spacebar to open the Overlays menu.
Choose an Overlay preset from the drop-down list.
The Overlay configuration is shown in the Scene view.
To import an Overlay configuration into your project:
To export an Overlay configuration, save it as a .wpr file and then import it into another project: