Im working on a project and in some parts work gets very annoying because its sometimes the same thing about 100 time and applying a material set setting for more then hundred times is …
So i thought about way to help my self out.
So i found editor scripting!!! If i would measure the time i saved by writing my own inspector for my scripts i saved about 50 - 60 Hours work-time.
But why are the most game developer not using this grate way to speed things up?
(I can only assume the do not).
A lot of people are probably used to the inextensible editors you get with a fairly large percentage of the other engines on the market. It’s one of my favourite things about Unity really.
Yeah Editor scripting (and Production tool scripting in general) is the real time saver in the end.
Actually I’m at a point where I just have to select an FBX and click one of my custom script menus, like “Generate Fighter (Generate Animation + Inject Animations)”, and bam the FBX is analyzed, splitted, mirror animations are created, polished, refined, and sent into my fighters prefabs.
Usually, without a script, the operation for one fighter would take 10-15 min (click, click, click, select, click, etc), but now it’s 30 sec. Plus some stuff couldn’t be done manually (like animation curves manipulation), and I can perform it on a multi-selection of FBX.
Same for my body parts prefabs (for custom clothing), all the parts are imported via a single FBX, and an Editor script manages to propagate every part to different prefabs under different folders.
Such scripts take time to create, but in the end it’s a real time saver, and painkiller.