Editor Tabs is a productivity extension for the Unity Editor that provides a browser-like, tabbed interface to manage your workspace. It allows you to break free from the single-target Inspector by pinning folders, assets, GameObjects, and specific components into native Unity tab area bars.
You can install this plugin into your Unity project using one of two methods:
If you just want to use the tool and don't need to edit the source code, install it directly as a UPM package:
- Open the Unity Editor and navigate to Window > Package Manager.
- Click the + (plus) icon in the top left and select "Add package from git URL..."
- Paste the repository URL and click Add. Unity will download and mount the tool securely in your
Packages/directory.
If you plan to modify the plugin's codebase and want to commit changes back to the repository, embed it directly into your Assets:
- Open your terminal at the root of your Unity project.
- Run the following command to clone the tool as a submodule:
git submodule add [REPOSITORY_URL] Assets/Plugins/EditorTabs
- Unity will compile the source files. You can now edit the code and commit changes directly to the
EditorTabssubmodule repository.
Simply use Drag and Drop to create new tabs. Click and hold an item, drag it over to any native Unity tab bar (e.g., next to the "Scene", "Game", or "Inspector" text headers), and drop it. A new Editor Tab will instantly dock itself there.
- Workflow: Drag any folder from the Project Window into a tab bar.
- Behavior: Creates a dedicated "Focused Project View" for that folder, displaying its nested hierarchy.
- Tip: Keep your
Prefabs/Player/orArt/Materials/folders constantly pinned for instant access. Single-clicking an asset inside the tab will "ping" it in the main Project window without losing your current selection.
- Workflow: Drag any asset file (Prefabs, Materials, ScriptableObjects, AudioClips) into the tab bar.
- Behavior: Opens a locked Inspector tab representing that specific asset.
- Tip: Keep global configurations (e.g.,
GameConfig.asset) open on a secondary monitor while tweaking gameplay in the main window.
- Workflow: Drag any GameObject from the Hierarchy Window into the tab bar.
- Behavior: Creates a pinned Inspector tab for that specific scene instance. It perfectly replicates the default Inspector, including all attached components and custom property drawers.
- Tip: Pin major scene anchors like
LevelManageror thePlayerroot object to adjust their values without constantly searching through the Hierarchy.
- Workflow: Drag a Component Header from an existing Inspector window into the tab bar.
- Behavior: Creates a tab dedicated exclusively to that single Component.
- Tip: Pin a
Rigidbodyor anAnimatorof the main character to have extremely compact, high-focus views without the clutter of the rest of the GameObject's components.