> For the complete documentation index, see [llms.txt](https://danil-dukhovenko.gitbook.io/force/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://danil-dukhovenko.gitbook.io/force/force-editor/editor-user-interface/inspector.md).

# Inspector

### Basics

The **Inspector** (4) is one of the main panels in which most of the creation of the game and the project will take place. Because the inspector displays all the information about the game object, starting from the name to various parameters and flags that can be applied and used on it. The inspector also displays information about all assets, allows you to configure their import settings.

The inspector also will display all the attached components of the objects.

<div align="left"><figure><img src="https://2773422523-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FuytHSSE0uhny7g4jsNpY%2Fuploads%2FOVj2qX2bC8qxAQjgLz11%2Fimage.png?alt=media&amp;token=1b3fa340-50b6-4ac6-95f1-c0ea20771da1" alt=""><figcaption><p>Inspector</p></figcaption></figure></div>

At the very top of the inspector, basic information about the current object is displayed.

<div align="left"><figure><img src="https://2773422523-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FuytHSSE0uhny7g4jsNpY%2Fuploads%2FOBrIZpIqt8u278tsx8QS%2Fimage.png?alt=media&amp;token=2ad1dc24-bd15-4a8b-beb1-5b0fa0a34c5d" alt=""><figcaption><p>Game Object Properties</p></figcaption></figure></div>

Namely the icon ![](https://2773422523-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FuytHSSE0uhny7g4jsNpY%2Fuploads%2Fiq6HclGMy1wPRoEGEmtL%2Fimage.png?alt=media\&token=ed294eff-58da-4302-be63-9955d78a51e8) that tells us that this is a normal object. Because in addition to the usual objects, there are also prefabs that will have a different icon ![](https://2773422523-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FuytHSSE0uhny7g4jsNpY%2Fuploads%2Fsjc3V4lApxCj5wfeLloS%2Fimage.png?alt=media\&token=ab77b208-1a45-4706-9e91-c5f57c325ca9).  Also if your object will be disabled in the scene it will be displayed as gray ![](https://2773422523-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FuytHSSE0uhny7g4jsNpY%2Fuploads%2FEzTElQDsNtcISQPfbHnN%2Fimage.png?alt=media\&token=99496552-dddf-4d8d-9156-8639abe0946d) icon.&#x20;

If you left-click on this button, popups **Object Properties** window with object settings.

<div align="left"><figure><img src="https://2773422523-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FuytHSSE0uhny7g4jsNpY%2Fuploads%2FhrSPJHlg4HTGScScdjG6%2Fimage.png?alt=media&amp;token=0b56a302-bc14-46fb-b6f1-83c9c9785f47" alt=""><figcaption><p>Object Properties Pop Up</p></figcaption></figure></div>

As well as a checkbox ![image](https://user-images.githubusercontent.com/56895345/169544127-d0941c81-9080-4ede-aac8-8a029e0fdf12.png) that make object not active in the scene or active again. This will affect on its displaying in editor and game mode. If the check mark is on, the object will be shown in runtime otherwise it will not be active and will not be displayed and it will not be affected by any commands, including commands from a script. The next, name of the object is also displayed here, which can be changed in the input box.

The next is object **Tag** button that can be added to the object or changed.

<div align="left"><figure><img src="https://2773422523-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FuytHSSE0uhny7g4jsNpY%2Fuploads%2Fp9bmVIAEqrvJhDw0R7SZ%2Fimage.png?alt=media&amp;token=5c15f290-7d8f-4409-809c-4957b482ef05" alt=""><figcaption><p>Game Object Tag Management</p></figcaption></figure></div>

To put it briefly, when you click on **Tags** button, you will be transferred to another section of the inspector, this is **Tag Manager**. More information about tags and the tag manager can be found in the [Tags](/force/force-editor/gameplay/tags.md) page.

### Components

Just like with tags, clicking on the **Components Menu** button opens an additional window with a list of all the components that can be added. Read more about [Game Objects and Components](/force/force-editor/gameplay/gameobjects-and-components.md) page.

<div align="left"><figure><img src="https://2773422523-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FuytHSSE0uhny7g4jsNpY%2Fuploads%2FNvsla9w0rrwcppeaf3ca%2Fimage.png?alt=media&amp;token=97ede0ef-605f-4e21-9434-8815f5ab2ce2" alt=""><figcaption><p>Components Menu on the Game Object</p></figcaption></figure></div>

Then the inspector will display all the components of the current object.  For an example of a component, let's take a **Camera** and its component.

<div align="left"><figure><img src="https://2773422523-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FuytHSSE0uhny7g4jsNpY%2Fuploads%2FSMNSM0PzKqDysLWhR6rm%2Fimage.png?alt=media&amp;token=942e357f-3ac3-428f-8b37-fa4b392999dd" alt=""><figcaption><p>Camera component in Inspector</p></figcaption></figure></div>

Absolutely every component in the upper bar will display an icon of the component and its names, as well as a settings ![](https://2773422523-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FuytHSSE0uhny7g4jsNpY%2Fuploads%2FXnF8DtSylBRNxo9IdZ0E%2Fimage.png?alt=media\&token=7a1759ce-01d0-456f-a472-95cf8b9a3741)  button.

<div align="left"><figure><img src="https://2773422523-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FuytHSSE0uhny7g4jsNpY%2Fuploads%2FxgYHfBi0RE3tavKl1j79%2Fimage.png?alt=media&amp;token=8993dfbe-99a4-4cfa-b4d3-e88a1fc7ef55" alt=""><figcaption><p>Component menu</p></figcaption></figure></div>

When we click on the components bar tab, we can hide it or show it, and when we click on the settings button, we can see a pop-up with additional component functions, for example, **Remove Component**. Depending on the component, the settings may very slightly. For example, for the **Transform** component, we cannot delete the component and therefore this button will not be on it.

Also order of each component can be change and swapped. In settings menu click to **Move Up** or **Move Down** buttons to switch its order. That order will globally changed i.e not per GameObject.

Here full list of available component commands.

<table><thead><tr><th>Command</th><th>Description</th><th data-hidden></th></tr></thead><tbody><tr><td>Copy Component</td><td>Copy component properties to component buffer.</td><td></td></tr><tr><td>Paste Component</td><td>Paste component properties to another component with the same type.</td><td></td></tr><tr><td>Paste Component As New</td><td>Create new component on a GameObject if not exist, if exist read it with copied properties.</td><td></td></tr><tr><td>Remove Component</td><td>Removes component from GameObject.</td><td></td></tr><tr><td>Reset</td><td>Reset component properties to default.</td><td></td></tr><tr><td>Move Up</td><td>Moves up current component and change its order.</td><td></td></tr><tr><td>Move Down</td><td>Moves down current component and change its order.</td><td></td></tr><tr><td>Show/Hide Z axis (Transform Only)</td><td>Hide or show the Z axis for edit on Transform.</td><td></td></tr><tr><td>Display File (Script Only)</td><td>Display the script file in editor text box as preview.</td><td></td></tr><tr><td>Display Fields (Script Only)</td><td>Displays all public fields of a script and ability to modify it.</td><td></td></tr><tr><td>Executable (Script Only)</td><td>Stops or enables script execution in play mode.</td><td></td></tr></tbody></table>

And after this next all that you see its just component specific parameters and options that can be modify. For example, you can make the main camera or change its background or change the camera type itself.

Also you can drag drop any component from **Inspector** to **Assets Browser** and its will be converted to **Preset** asset.

<figure><img src="https://2773422523-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FuytHSSE0uhny7g4jsNpY%2Fuploads%2FM0EyyyI4RAtkf2ygtqEE%2Fimage.png?alt=media&amp;token=57f7c2f5-6b7c-42e8-89f5-d524992fb3b0" alt=""><figcaption><p>Dragging Component to Browser to create Preset Asset</p></figcaption></figure>

And you can apply preset properties on components by dragging preset asset with the same type on component header, and properties from preset applies on component.

<figure><img src="https://2773422523-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FuytHSSE0uhny7g4jsNpY%2Fuploads%2F10q5r1zxa24TfQTGavZB%2Fimage.png?alt=media&amp;token=4e0b519c-4cd0-465a-9180-efa50235e15a" alt=""><figcaption><p>Dragging Preset Asset to Component Header to apply Preset properties</p></figcaption></figure>
