Custom Component Names - Display names + colors for Inspector component headers
By Magic Pig Games / Infinity PBR
Price history
Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.
Lowest recorded standalone price in this history: $10. The latest store price is $20.
View 2 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $20 | Latest store price | |
| $10 | Autumn sale |
Sale and bundle history
The 1 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.
About Custom Component Names - Display names + colors for Inspector component headers
- Tools, Systems & Learning > Development Tools & Automation
Custom Component Names lets you rename and color-code Unity component headers and component object references without modifying scripts, bringing clarity, context, and organization to even the most complex GameObjects.
About This Tool
Whether you’re building modular systems, authoring reusable behaviors, or collaborating in teams, long stacks of similar components can become visually noisy and hard to parse.
Custom Component Names changes that:
Assign clear, meaningful display names to any component right in the Inspector
Color-code headers for faster visual scanning
Display custom names in object reference fields
Preserve names per-scene/prefab without touching source code
It works with any component type — built-in or custom.
Key Features
✔ Rename component headers in the Inspector
✔ Add distinct display colors for even better distinction
✔ Show custom names in object fields without attributes (optional global mode)
✔ Non-destructive — no script changes required
✔ Works with prefabs, scenes, and runtime type stacks
✔ Simple API for per-field control if needed
✔ Kill-switch to enable/disable object-field renaming from the Tools menu
Who It’s For
✔ Unity developers working with complex or modular components
✔ Teams where clarity and context matter
✔ Tools programmers, technical artists, and designers
✔ Anyone tired of guessing which component does what
✔ You, obviously
What You Get
✔ Core editor package (no runtime bloat)
✔ Easy documentation
✔ Demo scene showing usage patterns