> For the complete documentation index, see [llms.txt](https://postica.gitbook.io/binding-system-3/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://postica.gitbook.io/binding-system-3/reference/windows-and-menus.md).

# Windows, Menus and Components

Every window, menu item, component and asset in the package.

The index. If you have found something in the editor and want to know what it is, it is on this page.

## Windows

<table><thead><tr><th width="270">Window</th><th width="270">Where</th><th>What it shows</th></tr></thead><tbody><tr><td><strong>Bindings Monitor</strong></td><td>Window ▸ Binding System ▸ Bindings Monitor</td><td><a href="/binding-system-3/project-tools/diagnostics/bindings-monitor.md">Bindings Monitor</a></td></tr><tr><td><strong>Bindings Dependencies</strong></td><td>Window ▸ Binding System ▸ Bindings Dependencies</td><td><a href="/binding-system-3/project-tools/diagnostics/dependencies.md">Bindings Dependencies</a></td></tr><tr><td><strong>Bindings Dependency Graph</strong></td><td>Window ▸ Binding System ▸ Bindings Dependency Graph</td><td><a href="/binding-system-3/project-tools/diagnostics/dependency-graph.md">Dependency Graph</a></td></tr><tr><td><strong>Bindings Validator</strong></td><td>Window ▸ Binding System ▸ Bindings Validator</td><td><a href="/binding-system-3/project-tools/diagnostics/validator.md">Bindings Validator</a></td></tr><tr><td><strong>Bindings Dependencies (Legacy)</strong></td><td>No menu item. Opened automatically by <strong>Binding ▸ Show Dependencies</strong> and by <strong>Ctrl</strong>/<strong>Cmd</strong> + <strong>Shift</strong> + <strong>D</strong> when the project is not on Force Text serialization</td><td><a href="/binding-system-3/project-tools/diagnostics/dependencies.md#the-legacy-window">The legacy window</a></td></tr><tr><td><strong>Bind Variables</strong></td><td>Window ▸ Binding System ▸ Bind Variables</td><td><a href="/binding-system-3/overview/bind-variables.md">Bind Variables</a></td></tr><tr><td><strong>Bind Visualizer</strong><br><em>a Scene view overlay, not a window</em></td><td>Window ▸ Binding System ▸ Bind Scene Visualizer, or the Scene view's overlay menu</td><td><a href="/binding-system-3/project-tools/diagnostics/scene-visualizer.md">Scene Visualizer</a></td></tr><tr><td><strong>Templates</strong></td><td>Window ▸ Binding System ▸ Templates</td><td><a href="/binding-system-3/pipeline/templates.md">Templates</a>. Three tabs: <strong>Modifiers</strong>, <strong>Converters</strong>, <strong>Paths</strong></td></tr><tr><td><strong>What's New</strong></td><td>Window ▸ Binding System ▸ What's New</td><td><a href="/binding-system-3/getting-started/welcome-screen.md">The Welcome Screen</a></td></tr><tr><td><strong>Easing picker</strong></td><td>The ease button on a <strong>Tween Animation</strong> modifier</td><td><a href="/binding-system-3/pipeline/tweening.md#the-easing-picker">Tweening and Control</a></td></tr><tr><td><strong>Optimized Accessors</strong></td><td>Project Settings ▸ Binding System ▸ Configuration ▸ Build-Time Optimized Accessors ▸ <strong>◎ Browse</strong></td><td><a href="/binding-system-3/project-tools/performance/optimized-accessors.md">Optimized Accessors</a></td></tr><tr><td><strong>Bindings Refactor</strong></td><td>Opens by itself when a loaded proxy binding fails to resolve, or when a script reload or an opened scene finds a loaded proxy reading a member that is gone. Also from <strong>Project Settings ▸ Binding System ▸ Configuration ▸ Refactor Manager ▸ Open Refactor Window</strong>, and from <strong>Refactor renamed members</strong> in the validator</td><td><a href="/binding-system-3/project-tools/diagnostics/refactoring.md">Refactoring</a></td></tr><tr><td><strong>Removing the Binding System</strong></td><td>Window ▸ Binding System ▸ Remove Binding System...</td><td><a href="/binding-system-3/help/removing-the-package.md">Removing Binding System</a></td></tr><tr><td><strong>Bind popup</strong></td><td>A click on a <a href="/binding-system-3/overview/micro-ui.md">Micro UI</a> hexagon, or on a binding in the <a href="/binding-system-3/project-tools/diagnostics/dependency-graph.md#editing-a-binding-from-the-graph">Dependency Graph</a></td><td>The whole bind row, in a popup. From the graph it has <strong>Apply</strong> and <strong>Cancel</strong>.</td></tr><tr><td><strong>Bind panel</strong></td><td>The <strong>BIND</strong> button, which appears on a bind row only when the row is too narrow to fit its controls</td><td><a href="/binding-system-3/overview/binding.md">The Bind Field</a></td></tr></tbody></table>

## Menu items

### Window ▸ Binding System

Every menu item the package adds to the menu bar is here, in this order. Nothing of it lives under **Window ▸ Analysis** any more.

<table><thead><tr><th width="330">Item</th><th>What it does</th></tr></thead><tbody><tr><td><strong>What's New</strong></td><td>Opens the <a href="/binding-system-3/getting-started/welcome-screen.md">welcome screen</a>.</td></tr><tr><td><strong>Reset Welcome Screen</strong></td><td>Forgets the stored version and answered questions, so the next domain reload greets the project as a fresh install.</td></tr><tr><td><strong>Templates</strong></td><td>Opens the <a href="/binding-system-3/pipeline/templates.md">templates window</a>, on the tab you last used.</td></tr><tr><td><strong>Bindings Monitor</strong></td><td><a href="/binding-system-3/project-tools/diagnostics/bindings-monitor.md">Bindings Monitor</a>.</td></tr><tr><td><strong>Bindings Validator</strong></td><td><a href="/binding-system-3/project-tools/diagnostics/validator.md">Bindings Validator</a>.</td></tr><tr><td><strong>Bindings Dependencies</strong></td><td><a href="/binding-system-3/project-tools/diagnostics/dependencies.md">Bindings Dependencies</a>.</td></tr><tr><td><strong>Bindings Dependency Graph</strong></td><td><a href="/binding-system-3/project-tools/diagnostics/dependency-graph.md">Dependency Graph</a>.</td></tr><tr><td><strong>Bind Variables</strong></td><td><a href="/binding-system-3/overview/bind-variables.md">Bind Variables</a>.</td></tr><tr><td><strong>Bind Scene Visualizer</strong></td><td><a href="/binding-system-3/project-tools/diagnostics/scene-visualizer.md">Scene Visualizer</a>, which is a Scene view overlay rather than a window.</td></tr><tr><td><strong>Validate Active Scene</strong></td><td>Opens the <a href="/binding-system-3/project-tools/diagnostics/validator.md">validator</a> and checks the scene you are working in.</td></tr><tr><td><strong>Validate Whole Project</strong></td><td>The same over every scene, prefab and asset. Warns first, because it opens scenes.</td></tr><tr><td><strong>Refresh IDE Index</strong></td><td>Reads every scene, prefab and asset again and rewrites the index the <a href="/binding-system-3/reference/integrations/vscode-and-rider.md">VS Code and Rider extensions</a> show.</td></tr><tr><td><strong>Regenerate Standard Modifiers</strong></td><td>Rebuilds the <a href="/binding-system-3/pipeline/standard-modifiers.md">generated standard modifiers</a> file.</td></tr><tr><td><strong>Delete Generated Standard Modifiers</strong></td><td>Removes it.</td></tr><tr><td><strong>Remove Binding System...</strong></td><td>The <a href="/binding-system-3/help/removing-the-package.md">removal assistant</a>: writes down every binding in the project, and can turn the bindings into plain values or into generated components before the package leaves.</td></tr><tr><td><strong>Write down every binding</strong></td><td>Writes the <a href="/binding-system-3/help/removing-the-package.md#the-record">record</a> of every binding in the project without changing anything.</td></tr><tr><td><strong>Finish the baked bindings</strong></td><td>Installs the components a <a href="/binding-system-3/help/removing-the-package.md#baking-to-components">bake</a> generated, for when the compile that follows a bake did not finish the job the first time.</td></tr><tr><td><strong>Image Browser</strong>, <strong>Image Converter</strong></td><td>Authoring tools for the package's own icons. Nothing in a project needs them.</td></tr></tbody></table>

{% hint style="info" %}
The diagnostics windows used to live under **Window ▸ Analysis**. They are all under **Window ▸ Binding System** now, so everything the package adds is in one menu.
{% endhint %}

### Context menus

<table><thead><tr><th width="330">Item</th><th>What it does</th></tr></thead><tbody><tr><td><strong>Enable Binding</strong> / <strong>Disable Binding</strong><br><em>right click a serialized field, or a material property</em></td><td><a href="/binding-system-3/overview/proxy-bindings.md">Proxy Bindings</a></td></tr><tr><td><strong>Binding ▸ Pin to Bind Sources</strong><br><strong>Binding ▸ Pin Children to Bind Sources</strong><br><strong>Binding ▸ Unpin from Bind Sources</strong><br><em>on a component header, a GameObject, an asset or a property</em></td><td><a href="/binding-system-3/overview/pinning.md">Pinned Paths</a></td></tr><tr><td><strong>Binding ▸ Show Dependencies</strong><br><em>on a component header, a GameObject or an asset</em></td><td><a href="/binding-system-3/project-tools/diagnostics/dependencies.md#starting-from-an-object">Bindings Dependencies</a></td></tr><tr><td><strong>Binding ▸ Validate Bindings</strong><br><em>on a component header, a GameObject, an asset or a folder</em></td><td><a href="/binding-system-3/project-tools/diagnostics/validator.md">Bindings Validator</a>, scoped to the selection</td></tr><tr><td><strong>Add BS3 Binding</strong> / <strong>Edit</strong> / <strong>Remove</strong><br><em>right click a property field in UI Builder</em></td><td><a href="/binding-system-3/overview/ui-toolkit.md">UI Toolkit and UXML</a></td></tr></tbody></table>

### Shortcuts

<table><thead><tr><th width="330">Keys</th><th>What it does</th></tr></thead><tbody><tr><td><strong>Ctrl</strong> / <strong>Cmd</strong> + <strong>Shift</strong> + <strong>D</strong></td><td>Show the bindings that depend on the current selection. Opens whichever <a href="/binding-system-3/project-tools/diagnostics/dependencies.md">dependencies window</a> the project's serialization mode supports. Rebindable under <strong>Edit ▸ Shortcuts ▸ Binding System</strong>.</td></tr></tbody></table>

### Assets ▸ Create ▸ Binding System

<table><thead><tr><th width="330">Item</th><th>What it does</th></tr></thead><tbody><tr><td><strong>Bind Variables Asset</strong></td><td>A project-wide <a href="/binding-system-3/overview/bind-variables.md">variable container</a>.</td></tr><tr><td><strong>State Asset</strong></td><td>Members made in the Inspector, shared by everything that references the asset. See <a href="/binding-system-3/overview/state.md">State and State Asset</a>.</td></tr><tr><td><strong>Modifier Templates</strong></td><td>The <a href="/binding-system-3/pipeline/templates.md#modifiers">modifier templates</a> asset.</td></tr><tr><td><strong>Converter Templates</strong></td><td>The <a href="/binding-system-3/pipeline/templates.md#converters">converter templates</a> asset.</td></tr><tr><td><strong>Path Templates</strong></td><td>The <a href="/binding-system-3/pipeline/templates.md#paths">saved paths</a> asset.</td></tr></tbody></table>

### Project Settings

<table><thead><tr><th width="330">Item</th><th>What it does</th></tr></thead><tbody><tr><td><strong>Project Settings ▸ Binding System</strong></td><td><a href="/binding-system-3/reference/settings.md">Settings</a>. Five sections: Language, Visualization, Optimization, Configuration, Tools.</td></tr></tbody></table>

## Components

<table><thead><tr><th width="270">Component</th><th>What it does</th></tr></thead><tbody><tr><td><strong>State</strong><br><em>Add Component ▸ Binding System ▸ State</em></td><td>Fields of the object's own, made in the Inspector and bound like a script's. See <a href="/binding-system-3/overview/state.md">State and State Asset</a>.</td></tr><tr><td><strong>UI Document Bindings</strong><br><em>Add Component ▸ Binding System ▸ UI Document Bindings</em></td><td>Scene-stored UI Toolkit bindings for the <code>UIDocument</code> on the same GameObject. See <a href="/binding-system-3/overview/ui-toolkit.md">UI Toolkit and UXML</a>. Added automatically when you bind from UI Builder.</td></tr><tr><td><strong>Proxy Bindings</strong> <em>(hidden)</em></td><td>Holds the <a href="/binding-system-3/overview/proxy-bindings.md">proxy bindings</a> of one GameObject. Hidden from Add Component, execution order <code>-320000</code>. Created and removed automatically. The asset equivalent is a hidden <code>Bindings</code> sub-asset.</td></tr><tr><td><strong>Scene Bind Variables</strong> <em>(hidden)</em></td><td>Holds a scene's <a href="/binding-system-3/overview/bind-variables.md">bind variables</a>. Execution order <code>-32000</code>. Reveal it with <a href="/binding-system-3/reference/settings.md#visualization">Visualization ▸ Scene Variables Object</a>.</td></tr><tr><td><strong>Pinned Storage</strong></td><td>Holds a scene's <a href="/binding-system-3/overview/pinning.md">pinned paths</a>. Created on demand.</td></tr></tbody></table>

{% hint style="info" %}
The hidden components are managed by the package. You do not add or remove them, and their execution order is deliberate: bindings and variables have to be in place before anything else in the frame reads them.
{% endhint %}

## Assets in the Bindings folder

Location configurable, see [Bindings Path](/binding-system-3/reference/settings.md#bindings-path).

<table><thead><tr><th width="270">Asset</th><th>What it holds</th></tr></thead><tbody><tr><td><code>global-bindings</code></td><td><a href="/binding-system-3/overview/proxy-bindings.md">Proxy bindings</a> on assets that cannot hold a sub-asset of their own, textures being the usual case. Everything else stores its bindings next to the object it belongs to. <strong>Do not delete.</strong></td></tr><tr><td><code>global-pins</code></td><td>Project-wide <a href="/binding-system-3/overview/pinning.md">pinned paths</a>.</td></tr><tr><td><code>field-routes</code></td><td>Every <a href="/binding-system-3/reference/extending/field-rerouting.md">field route</a>. <strong>Do not delete.</strong></td></tr><tr><td><code>bind-types</code></td><td>Registered bind types.</td></tr><tr><td><code>bind-meta-values</code></td><td>Runtime options, including phased bindings and universal bind control.</td></tr><tr><td>The generated standard modifiers file</td><td><a href="/binding-system-3/pipeline/standard-modifiers.md">Standard Modifiers</a>. <strong>Do not edit or rename.</strong> Its class names are persisted in scenes and prefabs.</td></tr></tbody></table>

## Scene view controls

Only one feature draws in the Scene view, and everything below belongs to it. See [Scene Visualizer](/binding-system-3/project-tools/diagnostics/scene-visualizer.md).

<table><thead><tr><th width="270">You are looking at</th><th>What it is</th></tr></thead><tbody><tr><td>An arrow between two objects</td><td>A binding. The arrowhead is its <a href="/binding-system-3/overview/modes-and-updates.md">bind mode</a>, and the colour repeats it: cyan reads, amber writes, violet both, red cannot reach a source.</td></tr><tr><td>A dashed arrow ending in a diamond</td><td>The source is a <a href="/binding-system-3/overview/bind-variables.md">bind variable</a>.</td></tr><tr><td>A short arrow ending in a square</td><td>The source is not in the scene: an asset, a runtime lookup, or a missing reference.</td></tr><tr><td>A ring around an object</td><td>The object holds a bound field. Red when one of its bindings cannot reach a source.</td></tr><tr><td>A chip with the bind mark and a number</td><td>How many bindings the object holds. Click to select and ping it.</td></tr><tr><td>A chip with a speed mark</td><td>The object's <a href="/binding-system-3/overview/modes-and-updates.md#optimized-update">Optimized Update</a> state. Click to switch every binding on the object at once.</td></tr><tr><td>A small meter with a figure in ms</td><td>What the object's bindings cost this frame. Play mode, with the <a href="/binding-system-3/project-tools/diagnostics/bindings-monitor.md">Bindings Monitor</a> open.</td></tr></tbody></table>

## Inspector controls

<table><thead><tr><th width="270">You clicked</th><th>What it is</th></tr></thead><tbody><tr><td>A hexagon toggle beside a field label</td><td>The <a href="/binding-system-3/overview/binding.md">bind toggle</a>.</td></tr><tr><td>A hexagon beside a field that kept its own control</td><td>A bound field in <a href="/binding-system-3/overview/micro-ui.md">Micro UI</a>. Click it for the binding, right click to unbind. Red when the binding is broken, orange with a plus when it is not finished.</td></tr><tr><td>A hexagon whose centre is green or red</td><td><a href="/binding-system-3/overview/micro-ui.md#the-field">Micro UI</a>: green, the field shows the value the binding produces; red, the binding could not produce one, so the field shows its own.</td></tr><tr><td>A read / write arrow icon</td><td>The <a href="/binding-system-3/overview/modes-and-updates.md">bind mode</a>.</td></tr><tr><td>A toggle with a number beside it</td><td><a href="/binding-system-3/pipeline/modifiers.md">Modifiers</a>, and how many.</td></tr><tr><td>An eye-like toggle</td><td><a href="/binding-system-3/project-tools/diagnostics/path-value-preview.md">Path Value Preview</a>.</td></tr><tr><td>A toggle showing an object icon</td><td>The source field, and its icon is the <a href="/binding-system-3/overview/sources.md">source mode</a>. The light under it is the mode's <a href="/binding-system-3/overview/sources.md#cost">cost</a>, from green to violet. Ctrl or Cmd click pings the source.</td></tr><tr><td>A pill reading <strong>Use</strong> and a GameObject's name, under the source</td><td>Sets the binding's own GameObject as the <a href="/binding-system-3/overview/sources.md#the-context">context</a> of its search.</td></tr><tr><td>A path starting with an object's name and an arrow</td><td><a href="/binding-system-3/overview/binding.md#the-source-on-the-path">Visible Source</a>: the source of the binding, ahead of its path.</td></tr><tr><td>A red dot at the start of a row</td><td><a href="/binding-system-3/project-tools/diagnostics/errors.md">Error Visualization</a>.</td></tr><tr><td>A small badge saying the binding will be replaced at build time</td><td><a href="/binding-system-3/project-tools/performance/optimized-accessors.md">Optimized Accessors</a>.</td></tr><tr><td>An arrow-like reroute icon</td><td><a href="/binding-system-3/reference/extending/field-rerouting.md">Field Rerouting</a>.</td></tr><tr><td>A <strong>BIND</strong> button on the right of a row</td><td>The row is too narrow to draw everything. Detaches the binding into a floating panel. It is not shown at normal widths.</td></tr><tr><td>A <strong>···</strong> button</td><td>The <a href="/binding-system-3/overview/binding.md#the-bind-menu">bind menu</a>.</td></tr></tbody></table>

## Not in this list

A few menu items exist only in internal development builds of the package, behind the `BS_DEBUG` and `INTERNAL_TEST` defines, and are not present in the version you installed. If you find one, it is a diagnostic aid rather than a feature: nothing in this documentation depends on it.

## Package documentation links

The Package Manager entry links to this site, to the [change log](/binding-system-3/help/change-log.md) and to the [third-party licenses](/binding-system-3/help/third-party-licenses.md). The welcome screen and the settings page both link here too.
