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Unity Engine


HierarchyNodeFlags

Bit flags used to describe the state of a hierarchy node.
Read time 4 minutesLast updated 13 days ago

Definition

  • Type: Enum
  • Namespace: Unity.Hierarchy
  • Assembly: UnityEngine.HierarchyCoreModule
[Flags]public enum HierarchyNodeFlags : uint

Remarks

You can define custom flags by casting an unused bit position to this enum. The built-in values occupy bits 0–3, so bits 4 and above are available for extension. Use HierarchyViewModel.SetFlags, HierarchyViewModel.SetFlagsRecursive, HierarchyViewModel.ClearFlags, and HierarchyViewModel.ClearFlagsRecursive with your custom flags to track additional per-node states without affecting built-in behavior.
The following example draws visual connector lines in the Hierarchy window to show the parent and child relationships between GameObjects. It uses
HierarchyNodeFlags
to define a custom flag at bit 4 to track the hover state for visual connector lines. The example sets and clears the flag recursively on an ancestor and its descendants when your mouse enters or leaves a connector line.
The example requires three USS files:
Connectors.uss
for the base styles,
Connectors_dark.uss
for the Dark theme, and
Connectors_light.uss
for the Light theme.
To use this example, save the script and USS files in a folder called
Assets/Editor/Connectors
. Scripts in an
Editor
folder can use the Hierarchy module API without additional setup. If you save the script outside of an
Editor
folder, you must enable the Hierarchy built-in module in the Package Manager window, which also adds the module to your Player builds.
using System; using System.Collections.Generic; using Unity.Hierarchy; using Unity.Hierarchy.Editor; using UnityEditor; using UnityEngine.Pool; using UnityEngine.UIElements; namespace Unity.HierarchySamples.Editor { class Connectors { const string k_ConnectorUssClassName = "connector"; const string k_ConnectorHoverUssClassName = "connector--hovered"; const string k_ConnectorContainerClassName = "connector-container"; [InitializeOnLoadMethod] static void Initialize() { HierarchyWindow.BindView += OnBindView; HierarchyWindow.UnbindView += OnUnbindView; } static void OnBindView(HierarchyWindow window, HierarchyView view) { view.styleSheets.Add(AssetDatabase.LoadAssetAtPath<StyleSheet>("Assets/Editor/Connectors/Connectors.uss")); view.styleSheets.Add(AssetDatabase.LoadAssetAtPath<StyleSheet>($"Assets/Editor/Connectors/Connectors{(EditorGUIUtility.isProSkin ? "_dark" : "_light")}.uss")); ConnectorsHandler connectorHandler = new ConnectorsHandler(view); view.BindViewItem += connectorHandler.OnBindViewItem; view.userData = connectorHandler; } static void OnUnbindView(HierarchyWindow window, HierarchyView view) { if (view.userData is ConnectorsHandler connectorHandler) view.BindViewItem -= connectorHandler.OnBindViewItem; } class ConnectorsHandler { static readonly List<VisualElement> s_ConnectorsCache = new(); static readonly ObjectPool<VisualElement> s_ConnectorVisualElementPool = new(() => new VisualElement(), actionOnRelease: e => e.userData = null); readonly HierarchyView m_View; int m_HoverDepth = -1; internal ConnectorsHandler(HierarchyView view) => m_View = view; internal void OnBindViewItem(HierarchyView view, HierarchyViewItem viewItem) { HierarchyViewModel viewModel = view.ViewModel; VisualElement connectorContainer = viewItem.Q(className: k_ConnectorContainerClassName); if (connectorContainer == null) { connectorContainer = new VisualElement(); connectorContainer.AddToClassList(k_ConnectorContainerClassName); viewItem.Add(connectorContainer); } s_ConnectorsCache.Clear(); connectorContainer.Query(className: k_ConnectorUssClassName).ToList(s_ConnectorsCache); // Depth is 0 when filtering because the tree is flattened int nodeDepth = view.Filtering ? 0 : viewModel.GetDepth(viewItem.Node); HierarchyNode nodeParent = viewModel.GetParent(viewItem.Node); bool parentHasHoveredFlag = viewModel.HasFlags(nodeParent, (HierarchyNodeFlags)HierarchyNodeFlagsExtended.ConnectorsHovered); for (int i = 0; i < nodeDepth; i++) { VisualElement connector; if (i < s_ConnectorsCache.Count) { connector = s_ConnectorsCache[i]; } else { connector = s_ConnectorVisualElementPool.Get(); connector.AddToClassList(k_ConnectorUssClassName); connectorContainer.Add(connector); connector.RegisterCallback<MouseEnterEvent>(OnMouseEnter); connector.RegisterCallback<MouseLeaveEvent>(OnMouseLeave); connector.RegisterCallback<MouseDownEvent>(OnConnectorPressed); } connector.userData = (viewItem, i); connector.style.left = i * 14; connector.EnableInClassList(k_ConnectorHoverUssClassName, parentHasHoveredFlag && i == m_HoverDepth); } for (int i = nodeDepth; i < s_ConnectorsCache.Count; i++) { VisualElement connector = s_ConnectorsCache[i]; connector.RemoveFromHierarchy(); connector.UnregisterCallback<MouseEnterEvent>(OnMouseEnter); connector.UnregisterCallback<MouseLeaveEvent>(OnMouseLeave); connector.UnregisterCallback<MouseDownEvent>(OnConnectorPressed); s_ConnectorVisualElementPool.Release(connector); } } static (HierarchyViewItem viewItem, int depth) GetConnectorData(EventBase evt) => ((HierarchyViewItem, int))((VisualElement)evt.currentTarget).userData; void OnMouseEnter(MouseEnterEvent evt) { (HierarchyViewItem viewItem, int depth) = GetConnectorData(evt); m_HoverDepth = depth; HierarchyNode ancestor = GetAncestorAtDepth(viewItem, depth); viewItem.View.ViewModel.SetFlagsRecursive(ancestor, (HierarchyNodeFlags)HierarchyNodeFlagsExtended.ConnectorsHovered, HierarchyTraversalDirection.Children); } void OnMouseLeave(MouseLeaveEvent evt) { m_HoverDepth = -1; m_View.ViewModel.ClearFlags((HierarchyNodeFlags)HierarchyNodeFlagsExtended.ConnectorsHovered); } void OnConnectorPressed(MouseDownEvent evt) { (HierarchyViewItem viewItem, int depth) = GetConnectorData(evt); HierarchyNode ancestor = GetAncestorAtDepth(viewItem, depth); if (evt.altKey) viewItem.View.ViewModel.ClearFlagsRecursive(ancestor, HierarchyNodeFlags.Expanded, HierarchyTraversalDirection.Children); else viewItem.View.ViewModel.ClearFlags(ancestor, HierarchyNodeFlags.Expanded); } HierarchyNode GetAncestorAtDepth(HierarchyViewItem viewItem, int depth) { HierarchyNode ancestor = viewItem.Node; for (int i = viewItem.View.ViewModel.GetDepth(viewItem.Node); i > depth; i--) ancestor = viewItem.View.ViewModel.GetParent(ancestor); return ancestor; } } // Custom flags can be defined by using unused bits in the HierarchyNodeFlags enum. // This example uses bit 4 to track hover state for connector visualization. enum HierarchyNodeFlagsExtended : uint { ConnectorsHovered = 1 << 4 } } }
The following example shows how to style
Connectors.uss
.
.connector { width: 10px; border-left-width: 1px; height: 100%; position: absolute; } .connector-container { position: absolute; left: 12px; top: 0; background-color: chartreuse; height: 20px; width: auto; } .connector.connector--hovered{ border-left-width: 1px; }
The following example shows how to style
Connectors_dark.uss
.
.connector { border-left-color: rgba(169, 169, 169, 0.42); } .connector.connector--hovered{ border-left-color: darkgrey; }
The following example shows how to style
Connectors_light.uss
.
.connector { border-left-color: darkgrey; } .connector.connector--hovered{ border-left-color: grey; }

Fields

Value

Description

CutThe hierarchy node is cut.
ExpandedThe hierarchy node is expanded.
HiddenThe hierarchy node is hidden (also hides children).
NoneThe hierarchy node has no flags.
SelectedThe hierarchy node is selected.