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Pro Features

Phun Peeticharoenthum edited this page Jul 12, 2026 · 3 revisions

All features on this page require the PRO edition of SecondBrain.


Profiles

A Profile is the top-level root of the SecondBrain hierarchy — it holds all your Bases. PRO gives you unlimited profiles, letting you separate completely different project contexts (e.g. one Profile for gameplay, one for tooling, one per team member).

Switching Profiles

Profile dropdown in the browser header

The profile dropdown in the browser header shows the currently active profile. Click it to switch or create a new one.

Creating a Profile

Click the profile dropdown and choose New Editor-Only Profile… or New In-Build Profile…. A name dialog appears; the new profile is created immediately and becomes the active profile.

  • Editor-Only — stored in Assets/Resources/Editor/; excluded from player builds.
  • In-Build — stored in Assets/Resources/; included in player builds.

Storage Location

The Editor / Build toggle in the browser header moves the active profile's .asset file between the two folders. A confirmation dialog appears before moving.

Core Settings

Click the ⚙ icon next to the profile dropdown to open the SecondBrain Core inspector. From there you can:

  • Set the Default Profile loaded in player builds (must have In-Build location).
  • Add, reorder, and delete profiles with full undo support.

Multiple Tabs

Multiple Tabs Support

Click the new tab button in the toolbar to open a new tab on the same layout. Each tab / window tracks its own navigation history, foldout state, and selection independently.


Quick Peek

Quick Peek triggered by hovering the left or right edge of a row

Hover over the left or right side of a tree row to see a floating preview panel alongside it — without navigating away. Hovering the center of a row does not trigger Quick Peek.

Node hovered Panel shows
Container Children in a Tabs or Foldouts layout
Base The Base's own inspector inline
Scene Object ref The referenced GameObject's components in a Tabs or Foldouts layout
Any other asset The Unity Inspector inline

Note

Some asset types show a limited preview instead of the full Inspector (for example, Materials, Textures, and Sprites). For these, Quick Peek shows a thumbnail, the asset type name, and an Open Property Editor button to open the full editor.

Tabs and Foldouts mode

The panel header contains a layout toggle (tab icon / foldout icon) to switch between Tabs and Foldouts mode.

Tabs mode — each child or component is a selectable tab. The selected tab index is remembered per item between sessions.

Foldouts mode — children are shown as expandable foldout rows. An Expand / Collapse All button appears in the panel header.

Other behavior:

  • Moving the cursor away from both the row and the panel dismisses Quick Peek.
  • Quick Peek is suppressed while a drag is in progress.
  • Drag the panel header to detach Quick Peek and convert it into a free-floating editor window that stays open.
  • Double-clicking the panel's header opens the full Unity editor window for that asset.

Disabling Quick Peek:

Method Scope
Turn off Enable Quick Peek in Settings Globally — all Containers
Enable Disable Quick Peek in the Container Inspector Per-Container and all its descendants

Layout defaults:

  • Preferred Child View — set in Settings under New Container Defaults. The fallback layout (Foldouts or Tabs) when no per-container preference has been saved.
  • Child View Expand — set per-container in the Container Inspector. Controls whether children start expanded or collapsed inside Quick Peek when no saved per-item foldout state exists.

Quick Browse

Quick Browse floating popup opened with Alt+W

Alt+W (Win/Linux) / Option+W (Mac) opens a floating browser window centered on the Unity editor — from anywhere, any time.

  • The search bar is focused automatically on open. Start typing to filter immediately.
  • Press Alt+W again to close, or press Escape twice (first press clears the search bar, second closes the popup).
  • If a Default Base is set, Quick Browse navigates straight to it on open.

Scene Linking

Link a Base to a Unity scene so that the browser opens automatically to that workspace when the scene loads.

To link a scene:

  1. Navigate into the Base you want to link.
  2. Click the Properties (☰) button in the TreeView header.
  3. In the Base Inspector, use the Linked Scene object picker to choose a scene asset, or click the + button to pick from currently open scenes.

To unlink: Click × beside the scene tag at the bottom of the browser, or use Clear in the Base Inspector.

Behavior:

Event Result
Linked scene opens Browser auto-opens to that Base
Linked scene closes Browser closes (only if Close on Scene Close is enabled in Settings)
Multiple Bases linked to the same scene All open as tabs in the same dock area
Same Base already open Existing window is reused, not duplicated

Warning

If Enable Scene Linking is off in Settings, auto-open and auto-close do not fire even if a link is set. A warning banner appears in the Base Inspector when this is the case.


Action Items

Action Items are ScriptableObject-based executable actions that live in your hierarchy like any other item. Select one and press Return, double-click it (when Double-Click Action is set to Enter), or right-click → Execute to run it.

Examples of included Action Items:

Action Category in Create Child menu What it does
Change Unity Layout Editor / Layout Switches the editor window layout
Enter Play Mode Editor / Play Mode Enters Unity Play Mode
Open Editor Window Editor / Windows Opens a chosen Unity editor window
Batch Renamer Utility Rename multiple selected assets with a pattern
Place on Ground Scene / Object Placement Moves selected GameObjects to the ground surface
Wrap with Empty Parent Scene / Hierarchy Wraps selected GameObjects inside a new empty parent

For how to create custom Action Items, see Advanced Topics.

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