> For the complete documentation index, see [llms.txt](https://tools.continis.io/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://tools.continis.io/hats/intro.md).

# Intro

<figure><img src="/files/oIVGPxbYqkAbXBBgHqg8" alt=""><figcaption></figcaption></figure>

Hats enables the concept of *workspaces* in Unity. You can switch to a workspace at any moment to customise the appearance or the behaviour of the Editor according to the task you are performing.

<figure><img src="/files/IDNag5K24xBYn5RTFaxF" alt=""><figcaption><p>The Workspace Switcher UI</p></figcaption></figure>

By switching workspaces, the Editor can be made to load a specialised layout, open one or more scenes, hide or lock objects in the open scene, hide specific components, and more. Third-party tools can be made to work differently. And you can create [custom behaviour](/hats/building-on-hats/building-hats-based-tools.md) as a result of a workspace switch.

{% hint style="info" %}
For instance, an indie developer could create workspaces for Level Design, Set Dressing, Cinematics, Testing...

* When the Level Design workspace becomes active, it loads the main game scene and hides some components.
* When the Testing workspace is activated, it loads the Initialisation scene, so the developer can immediately enter Play Mode and test the game from the main menu.
* When Cinematics loads, it opens the main scene
  {% endhint %}

Hats can make the Unity Editor more streamlined, so you get focus – whichever hat you're wearing at the moment.
