Editor Scripting In daily use

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.

All I was doing yesterday was creating a starter package of utility scripts from unifycommunity. Lovely Jubbly.

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.