Hierarchy Helper

Overview

The Hierarchy Helper is a powerful all-in-one tool for organizing, cleaning, analyzing, and batch-editing your scene hierarchy. Access it via Tools → BEE → BEE Hierarchy.

Window Layout

The Hierarchy Helper window is divided into sections:

  1. Search and Scope — Filter which objects to work with
  2. Filters — Additional filtering options
  3. Quick Actions — Common operations
  4. Batch Operations — Bulk editing tools
  5. Analysis & Info — Scene statistics

Scope Selection

Choose which objects your operations will affect:

ScopeDescription
SelectionOnly currently selected GameObjects
FilteredObjects matching your search and filter criteria
SceneAll objects in the current scene

Search & Filters

Text Search

Type in the search field to filter objects by name. The search is case-insensitive, matches partial names, and updates results in real-time.

Filter Options

FilterDescription
Active OnlyShow only active GameObjects
Inactive OnlyShow only inactive GameObjects
Prefabs OnlyShow only prefab instances
Root Objects OnlyShow objects with no parent
Has Missing ScriptsShow objects with missing script references
LayerFilter by specific layer
TagFilter by specific tag
ComponentFilter by component type name
Tip
Active filters appear as removable badges. Click the "×" to remove a filter.

Quick Actions

ActionDescription
Remove Missing ScriptsFinds and removes all missing script references. Shows count before removing and asks for confirmation. Supports Undo.
Strip Empty GameObjectsDeletes GameObjects that have no components (except Transform) and no children.
Remove Duplicate ComponentsFinds and removes duplicate components of the same type on each object.
Clean SceneOne-click operation that runs both Remove Missing Scripts and Strip Empty GameObjects.

Batch Operations

Find & Replace

Rename multiple objects at once by finding and replacing text in object names.

Example: Find Enemy_Old, Replace Enemy_New
Result: Enemy_Old_01 becomes Enemy_New_01

Add Numbering

SettingDescription
PrefixText added before the number (e.g., "Item_")
StartStarting number (default: 1)
DigitsPadding width (2 = 01, 02; 3 = 001, 002)

Snap to Grid

Align object positions to a grid. Enter the grid size and all object positions will be rounded to the nearest grid point.

Add/Remove Components

Enter the component type name (e.g., "BoxCollider", "Rigidbody") to batch add or remove components from all objects in scope.

Analysis & Info

StatisticDescription
Objects in ScopeTotal count of objects
Active / InactiveCount of each state
Prefab InstancesNumber of prefab instances
Missing ScriptsCount of missing script references (warning if > 0)
Empty GameObjectsCount of empty objects (warning if > 0)
Duplicate NamesObjects sharing the same name (button to select them)
Max Hierarchy DepthDeepest nesting level in scope
Component StatisticsTop 10 most-used component types with counts