Technical Note System
The Killerarchy Note System is designed for professional developer collaboration and technical handovers. It allows you to attach context to any GameObject without bloating the scene file or adding runtime components.
1. Why use Notes?
In large projects, GameObjects often carry technical requirements that aren’t obvious from their name.
- Developer Intent: “Do not move this object; it’s a pivot for the door animation.”
- Technical Specs: “Uses high-poly mesh; LOD 0 only.”
- Bugs/Todos: “Fix shader artifact on this specific mesh.”
2. Managing Notes
Notes are handled entirely through the Killerarchy HUD and stored in the persistent metadata store.
- Add/Edit: Select an object and use the Note field in the Hierarchy HUD.
- Instant visibility: Notes appear as subtle visual markers in the hierarchy, ensuring they aren’t missed by other team members.
- Searchable: Future updates will allow you to search the hierarchy specifically for objects containing technical notes.
3. Persistence & Logic
Unlike “GameObject Comments” that use hidden fields or components, Killerarchy notes are stored in an external JSON-backed ScriptableObject.
- Non-Destructive: Notes do not affect the
GameObject.nameortag. - Zero Runtime Size: Notes are stripped during build time and never reach the final game player.
- GUID Mapping: If you move an object across the hierarchy, the note stays attached because it tracks the internal Unity GUID.
[!IMPORTANT] Git Best Practices: Because notes are stored in
KillerarchyStore.asset, you only need to commit that one file to share all scene notes with your entire team.