Inspector: properties and resources
Object selection, property filtering, revert, shared resources and saving changes.
The Inspector shows editable properties of the selected Entity or resource. Select an object in the hierarchy or a resource in Content Browser. If the dock is hidden, open Editor → Editor Docks → Inspector; menu labels may be translated by the editor language.
Check what you are editing
The panel identifies the current object by name and type. Its history returns to previously selected objects. This is selection history, not change history or Undo.
With a project running, distinguish the local level object in the editor from an object in the remote game process. Editing a remote object affects the current run; it does not become a saved level change. To retain a change, apply it to the local level or original resource and save the corresponding file.
Find and edit a property
- Select the object and check its name.
- Enter a property name or part of its path in the filter. Matching is case-insensitive and also supports an ordered subsequence of the displayed name.
- Expand the matching group and change the value. Clear the filter if other properties disappear.
- Check the result on the object. Save the level or resource that owns the change.
Property Name Style → Raw shows original property names, Capitalized formats them, and Localized translates them when available. This changes labels, not C# API names. Use Copy Property Path from the property context menu for an exact path; a display label is not automatically a property path or C# property name.
Not every object field is editable. The Inspector respects property lists, visibility flags, read-only mode and feature-profile restrictions. For a C# variable, check [Export], a supported type, successful compilation and the selected script instance. See C#.
Revert and Undo are different
The revert icon offers the default value for that object. It can come from the class, a script’s exported variable, the source prefab or a custom property handler. It is not necessarily the value from the last saved file.
Use Undo to cancel the last edit. Do not use revert when you only want your previous manually entered value. Expand Non-Default helps find groups with properties differing from their revert values; it is not a list of unsaved files.
Resources can be shared
Two Entities may reference one material, texture or other resource. Changing that shared resource affects both users; this is expected reference behavior.
For example, two MeshInstance3D objects reference one StandardMaterial3D through MaterialOverride. Changing the material’s AlbedoColor affects both. To give them different colors, create a material copy and assign it only to the second object. Duplicating an Entity does not guarantee that every resource becomes independent.
The Inspector’s Make Sub-Resources Unique command duplicates eligible resource properties of the current object. It respects storage and never-duplicate flags; it does not promise a deep copy of the entire resource graph. If multiple properties of the current object reference the same resource, they share one new copy after the operation.
Check nested textures and other dependencies separately after duplication. Save the local level or a separate resource file. ResourceLocalToScene serves a different purpose—localizing a resource during instantiation—and does not replace an intentional choice between sharing and copying. See resources.
What gets saved
| Action | Result |
|---|---|
| Edit an Entity in the local level | Changes the editor object; save the .rscene level or corresponding .rprefab prefab. |
| Edit an external resource | Changes that resource; save its file, such as .rdata. Saving another level should not be your only verification of that file. |
| Create an in-memory resource | The object exists without its own saved file. Save it separately or as an embedded level dependency. |
| Edit the running game’s object | Changes the current process; stopping it does not automatically transfer state into source files. |
The resource-save button operates on the currently edited resource; it is not a universal save-project command. After an important edit, close and reload the relevant resource or level to verify persistence.
Quick diagnosis
| Problem | Check |
|---|---|
| Property cannot be found | Clear the filter, then check the selected object, name style and property visibility. |
| C# variable is missing | [Export], variable type, compilation errors, attached script and instance. |
| Several objects change together | Is the resource shared, and should this user receive a copy? |
| Change disappears when the game stops | Was a remote object edited instead of the local level or source resource? |
| Revert restores an unexpected value | Check the base prefab, script default and custom revert handler; revert is not Undo. |
| Reopening restores the old value | Check the saved file, resource path and selected copy. |
The current editor was used to check resource selection through the Inspector API, shared references, independent material duplication and save/reload. Menus and revert rules were reviewed against source; physical clicks, remote debugging and every nested-resource case were not covered.