Inspired by seeing a couple extensions in a screenshot of @zombiegorilla 's editor. I thought it would be cool to have a thread sharing editor extensions and tools (not fancy run time stuff - general tools and utilities).
My “cant live without” editor extensions:
Asset Usage Finder
This simple tool is more or less just a right click menu item, but a really important one. Similar to the ‘find usages’ feature in modern IDE’s, this will show you everything in a scene (or project) that references a monobehaviour, gameobject or whatever.
Key Features:
“Find Usage in Scene” menu item
This is the single most generally useful editor extension I’ve ever used.
Console Enhanced Pro
This is a console replacement, it has a bunch of bells and whistles.
Key Features:
Click on any line in stack trace to jump to code
Group and Filter console output
Option to prevent editor from loading changes while in play mode.
Downside:
Source not included.
Have seen it throw exception at times when creating new windows or duplicating (annoying, not show stopper).
EditorButtonAttribute
I don’t remember where I found this code (it isn’t mine) but it is probably the single bit of editor extension that I’ve used the most (the paste here still has some of the author attributions - I can’t paste my default MonoBehaviour editor, as it has gotten much more elaborate over time).
The editor included in the lower half draws the button on scriptable objects, you will need a similar inspector to draw the buttons on vanilla monobehaviours. This guy has the original example I think:
Of all the tools and stuff I’ve ever used in Unity, this “quick and dirty button” has gotten more usage than anything else. Usage is simple:
public class Blah : MonoBehaviour{
[EditorButton]
public void DoThing(){ ... }
}
And you get a button that calls “DoThing” in editor.
i would iamagin with the combination of those 3 tools, you could get a editing experience pretty similar to working with BSP in older engines like source and ue2/3
Very much so. SabreCSG is a boolean based tool. ProBuilder supports boolean ops (in beta) but it’s made to be a mesh generation and editing tool. ProGrids just makes snapping and visualization super easy.
For me it is (asset store tools), pretty much just two: QHierarchy & DOTween . (though I would’nt call DOTween an editor tool specifically)
I have a ton of personal ones that I use in every project, like project editor managers, placement tools, extended functions, inspectors and tools. Data management, helper classes, color managment, camera controls, input controls, prototyping tools, pathing tools, UI features/cores and editor UI improvements. I think it now around 50 tools (including QHierarchy & DOTween) that I start every new project with. Whenever I write a tool to help with something, I try to make it as agnostic as possible so I can reuse.
At the risk of sounding like a broken record, uTomate.
The Dialogue System for Unity consists of 53 projects. Most of them are third party integration projects, but half a dozen are for deployment to various Unity versions from 4.6 to 5.5, as well as special evaluation and academic versions. A full build by hand would take forever to run QA tests, build third party support packages, build and zip Doxygen documentation, prepare packages for Asset Store submission, etc. – and that’s assuming I’d even remember to do every single step properly. With uTomate, I just click a button.
Never head of QHierarchy before thanks for posting.
Something like a favorite assets list. So when you create a new Unity project click on add favorite assets and all of the ones you want included in every project gets included.