Hi!
I tried the IET framework a while back (after seeing it in the LEGO tutorials) and also tried creating custom tutorials, and was impressed at both the complexity of the custom inspectors and the “hackiness” in place to inject in all kinds of places in the editor ;). I personally think especially the experience for tutorial creators is not ready for a public release, but since you seem to think otherwise I’ll just list some feedback and bug reports here:
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Seems there is currently no way to highlight menu items or point people to where to open them. Is the recommended approach here just to write this in plain text “Open Window > Custom Thing” and have a EditorWindowCriterion for completion? (Case 1320855)
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From a UX standpoint, for masking you really need a way to “pick”, maybe that can be done in a similar way as the UI Debugger does. It’s really cumbersome to figure out what is needed here. It’s somewhat easier with source access/good decompilers (e.g. Rider)
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The way masking works seems very hacky (separate “mask” and “outline” objects?) and breaks in simple cases already (e.g. undocking a window) - (Case 1320860) - where the mask area and the outline affect different places in the window, which breaks the tutorial for users.

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There’s still a ton of testing code in there, e.g. the “Force default inspector” checkbox, is that really intended?
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It’s very confusing that all paragraphs have a “Masking Enabled” checkbox and it’s not clear why that is. Seems only the masking from the first paragraph is ever used?
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It seems that adding criterions is broken in 2021.2, seems to work in 2020.2 (Case 1320883)
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When no scene asset is set for a tutorial, a new scene will be created instead of staying in the current user scene. Is this intended? Imagine a tutorial that explains you how to create specific types of objects for your scene, or uses some analysis tools in it.
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Selection criteria are broken when the object reference is a child in the hierarchy; additionally, going “Next” then “Back” on a selection criterion breaks the tutorial (tutorial window is masked, user can’t progress anymore). (Case 1320889)
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It seems that VisualElements (renamed: UI Toolkit) isn’t supported for masking - is that an oversight? Will that come? Or am I missing something… This feels weird as Unity has been advocating for moving editor UIs to VisualElements for a few years now (and some of Unity’s UIs have already moved over, e.g. Settings and PackageManager). Doesn’t look like one can make tutorials for them now. Good test case: Make a tutorial page that asks the user to select a specific package in PackMan and install it.
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In general, I think you should “dogfood” this more in actual usecases besides the beginner-friendly workflows in e.g. the Microgames. How about you make an In-Editor Tutorial for tutorial creators, that shows people how creating tutorials work?
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It would be great to have a slight delay between “criterion is completed” and “tutorial jumps to the next page”, otherwise it feels like the user has done something wrong (“huh - why did the page switch now? I haven’t clicked Done yet!”). Auto-advancing in itself is useful but having a slight delay of say 1s would make it less confusing.
Looking forward to feedback to the above - hope that helps! I really look forward to more in-editor tutorials ![]()
Thanks,
Felix







