unity-tooling
Skill4 starsChanged 3 months agoMITView on GitHub
Build editor tooling: EditorWindows, PropertyDrawers, AssetPostprocessors and ScriptedImporters. Use when writing custom Unity editor windows, inspectors, or gizmos.
1 other project uses a version of this.
Adopted by
Most recently taken up by
- batihandev/unity-mcp-skillstheir own version, first seen Nov 8, 2026
Other versions1 project uses a version of this.
Word for word · 0
None found.
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Wrote their own version · 1
- batihandev/unity-mcp-skills★ 7same name
How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
In this repository47 other files it gives its agents.
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The file
We split this skill into the rules it gives an agent
3 rules. About 0 are common, 0 are distinctive, and 3 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈0
Distinctive · estimate
This author's own choices. Worth a look.
3
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Very specific: line 22
Use EditorGUI and EditorGUILayout (or modern UI Toolkit PropertyField).
- Very specific: line 24
Create custom attributes like [ShowIf("hasWeapon")] or [RequiredReference] that visually warn designers with red error boxes if an asset …
- Very specific: line 43
Create native importers for custom studio file extensions (e.g.
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
unity-tooling
Core Philosophy
Game development speed is bottlenecked by editor friction. When level designers, game writers, and technical artists have to manually navigate deep inspector hierarchies, input coordinate numbers by hand, or edit JSON files in Notepad, development slows to a crawl and errors multiply. Professional Unity tooling extends the Unity Editor using custom EditorWindow, PropertyDrawer, AssetPostprocessor, and ScriptedImporter classes to build bespoke internal tools that make design workflows foolproof and instant.
4-Step Unity Editor Tooling Architecture
Step 1: Custom PropertyDrawers & Decorators
- Property Drawers:
- Customize how specific data structures render in the default Inspector.
- Use
EditorGUIandEditorGUILayout(or modern UI ToolkitPropertyField).
- Validation Decorators:
- Create custom attributes like
[ShowIf("hasWeapon")]or[RequiredReference]that visually warn designers with red error boxes if an asset slot is left empty.
- Create custom attributes like
Step 2: Custom EditorWindows (UI Toolkit vs IMGUI)
- Modern UI Toolkit Standard:
- Build dockable editor windows using UXML and USS stylesheets:
- Native flexbox styling, reactive data binding, and high performance.
- Build dockable editor windows using UXML and USS stylesheets:
- Dockable Editor Utilities:
- Level distribution tools, dialogue node graph editors, audio sound bank auditioners, and localization key managers.
Step 3: Automated Asset Postprocessors (AssetPostprocessor)
- Enforcing Art Pipeline Standards:
- Automatically configure imported textures, models, and audio clips without human intervention:
- Set all UI sprites to Sprite (2D and UI) with Power-of-Two compression.
- Strip animation tracks and blendshapes from rigid static props.
- Clamp 4K texture imports to 2048px maximum size.
- Convert audio imports to Vorbis/ADPCM based on file duration.
- Automatically configure imported textures, models, and audio clips without human intervention:
Step 4: Custom Asset Importers (ScriptedImporter)
- Bespoke File Format Parsing:
- Create native importers for custom studio file extensions (e.g.
.dialogue,.voxel,.yarn):- Maps raw external text or binary files directly into native Unity assets (ScriptableObjects or Prefabs) upon dragging into the Project view.
- Create native importers for custom studio file extensions (e.g.
Deliverable Format: Production Automated Art Asset Postprocessor
#if UNITY_EDITOR
using UnityEditor;
using UnityEngine;
public class TextureAndModelPostprocessor : AssetPostprocessor {
// Automatically sanitize texture imports
private void OnPreprocessTexture() {
TextureImporter importer = (TextureImporter)assetImporter;
// Auto-configure UI icons
if (assetPath.Contains("Assets/Art/UI/")) {
importer.textureType = TextureImporterType.Sprite;
importer.mipmapEnabled = false;
}
// Auto-configure 3D model textures
if (assetPath.Contains("Assets/Art/Textures/")) {
importer.maxTextureSize = 2048;
TextureImporterPlatformSettings settings = importer.GetDefaultPlatformTextureSettings();
settings.format = TextureImporterFormat.Automatic;
settings.textureCompression = TextureImporterCompression.CompressedHQ;
importer.SetPlatformTextureSettings(settings);
}
}
// Automatically sanitize 3D FBX imports
private void OnPreprocessModel() {
ModelImporter importer = (ModelImporter)assetImporter;
// Strip animations from environment props
if (assetPath.Contains("Assets/Art/Environment/")) {
importer.importAnimation = false;
importer.materialImportMode = ModelImporterMaterialImportMode.None;
importer.isReadable = false; // Free CPU memory
}
}
}
#endifWorked Example: Custom Level Palette Painter Window
- Problem: Level designers spent 4 hours per room manually dragging prefab assets from the Project folder, placing them, and zeroing out their rotation coordinates.
- Solution: Built an
EditorWindowcalledPaletteSpawnerWindow. Designers press a hotkey, select a category ("Props - Furniture"), and click directly on the terrain geometry in the Scene view to spawn randomly rotated props snapped to the surface normal. - Outcome: Level dressing time per room decreased from 4 hours to 35 minutes.
Verification Checklist
- All editor-specific scripts placed inside an
Editor/folder or wrapped in#if UNITY_EDITORto prevent build compilation failures. AssetPostprocessorrules enforce compression, mipmapping, and size limits automatically.- Custom
PropertyDrawerscripts implement properGetPropertyHeight()calculations. - Heavy editor processes use
EditorUtility.DisplayProgressBar()andEditorUtility.ClearProgressBar(). - All editor-modified scene objects properly register undo actions via
Undo.RecordObject().
Anti-Patterns
- Leaking Editor Code into Standalone Builds: Forgetting
#if UNITY_EDITORon scripts importingUnityEditor, causing the entire production CI/CD build to fail. - Modifying Scene State Without
Undo: Mutating GameObjects programmatically withoutUndo.RecordObject(), preventing designers from using Ctrl+Z. - Heavy Asset Scans in
OnGUI(): Executing file I/O orAssetDatabase.FindAssets()inside high-frequencyOnGUI()loops, freezing the editor.
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