Unit Nodes use a hierarchy system in TRACK. This means that a lower node will inherit their initial settings and information from a higher node. Unit's also inherit settings from Unit Nodes and Unit Types. This streamlines the process of adding units and spending less time entering in the same information for each unit. You are able to edit some of the inherited information to make each node and unit unique. The goal of utilizing this system is to have information that will be filled in when you are setting up units. This way the unit will have important fields pre-filled when you begin the unit set up.
Navigating to Unit Node:
Click on the navigation bar on the left, then Property Management, then Unit Profiles.
Navigation Bar > Property Management > Unit Profiles
The Root Node is the first node created in Unit Profiles. All nodes that are created after the root node will inherit it's settings. For best practice you will want to set up the Root Node with settings that all unit node and units share so you don't have to re-enter the same information for each individually. Below is an example Root Node:
Nodes inherit their information from a parent node. The parent node is the node one level up from the node you are currently in. In the picture below "Champions Gate" has the parent node of "Company" because it is one level above it. It will also list it's parent in the "Name & Description" section.
Example of Inheriting Information
The root node in the picture below has "WiFi" and "hot Tub" checked marked in the Amenities tab. This means that all nodes underneath it will inherit these settings.
The picture below shows a node that inherited settings from the root node. You can see that both "WiFi" and "Hot Tub" are both checked and grayed out. The grayed out options mean that the setting cannot be changed in this node level.
There are two settings that include "Pool" and "Gated Community" that were set in this node level. This information was saved at the current node level. Nodes and units below this level will inherit these setting.
Here is Champions Gate Retreat and it is located underneath the Champions Gate node. You can see that it successfully inherited the Amenities settings from both the root node and Champions Gate node. Please remember that the settings are grayed out because they were inherited and set up in nodes at a higher level.
Unit Inheriting from Unit Node
The goal of using inheritance is for the Units to have pre-filled information when you set them up. You are then able to edit some settings to make them unique. Below is unit node that has some fields filled in at it's node level:
The information from this unit node will be inherited to those underneath this node. Below is a unit inheriting the information:
Editing the Inherited Information
You are able to edit some settings that are inherited. The Unit "Beer Island" has altered some settings that were inherited from the node "Moe Management Resort" in the image below:
You are able to customize some settings to make the Unit unique. You can see that "Beer Island" has their description and check-in details customized instead of the inherited settings from "Moe Management Resort".
Unit Type Inheritance
Units can also inherit their settings from a unit type. A unit type can be used on units that have similarities. This includes number of bedrooms, bathrooms, unit size, etc. Unit Type inheritance will override settings set by higher nodes. Below is an example of a unit type:
The unit type has the short/long description and rooms & occupancy fields filled in. Below is a Unit inheriting these values:
The hierarchy system in TRACK is a powerful tool that can be used to save time entering in information. The inheritance built into the system creates filled in settings for units and you are able to adjust these settings to make each Unit unique.