[Released] MANUL Toolbar | Add buttons to upper Unity toolbar

Hi everyone!

We would like to present our first asset - the MANUL Toolbar.

Asset Store Page

MANUL Toolbar is a free tool that lets you add your own buttons, toggles, popups and labels to the upper Unity toolbar. You can link various actions to the created buttons as well as customize their appearance.

PostGif1

Button Actions

You can use your buttons to:

  • Open Assets – load a scene, open a prefab in the prefab editing window or open an image in your default image editing software. You can of course open any kind of asset!
  • Select Asset – quickly selects an asset in the Project window.
  • Show Asset In Explorer – view the asset folder in the explorer.
  • Open Properties Window – open a window with properties of the asset. Much quicker than creating a new Inspector window and locking it with the padlock icon!
  • Open Folder - select a folder in the Project window and show its content.
  • Find GameObjet on Scene - find and select a gameObject in the current scene.
  • Call Static Method – calls any static method from any class.
  • Call Method From Component – find a GameObject by name (which you entered earlier) on the current opened scene, then find a component attached to it with a given type, and call method from this component.
  • Call Method From Type – find an Object with the given type on the current opened scene and call method from it.

You can also add toggles or popups which use EditorPrefs (bool type or int type).

PostGif2

Tooltip, Styles & Colors

You can add a tooltip to each button for your users to better explain what your button does.

You can also tint colors and use one of the built-in Unity styles to change the presentation of your button. For those who want to create your own GUISkin and use your custom styles – that option is available too!

PostGif3

Mouse Buttons & Keyboard Keys

You can attach different actions for left-click, right-click, and middle-click, all of them performed with the same toolbar button.

For example, you can open a prefab in the prefab editing window with a left-click on a toolbar button and select this prefab in the Project window with a right-click on a toolbar button.

But that’s not all! You can also combine that with holding Ctrl, Shift, or Alt key and have up to 12 different actions performed with the same toolbar button!

We hope this asset will significantly speed up your work!

Liquid Glass Games

Contact: support@liquid-glass-games.com

Version 1.3.1 update

PostGif4

Now you can create several sets of buttons and switch between them using a popup. This is extremely useful when working with a team and using some sort of version control.

The currently selected popup is saved as a Editor Pref value, so each member of the team can have their own set of buttons without overwriting other members’ settings.

1 Like

Version 1.3.3 update

PostGif5

In the latest version you can link any menu item to a button and execute this item with a single click. Maybe you want to have a button that opens up the Project Settings window or create an empty gameobject? Of course, you can also link custom menu items created by you or other asset creators.

1 Like

What a great underrated tool!
Really well crafted, easy to use and free!

I just add one question related to “Toggles”.

My use case : I have multiple gameobjects in my scene that have different properties (bool / checkboxes). Like for example, enableXP, skillsHaveCooldown etc…
I would love to have a quick access to all those properties in the toolbar so I can quickly turn them on/off.
When I’m using button to do that and call a function with the Toggle Style, it doesn’t “stay” toggled. And if I use the toggle I don’t really get how I can hook the change operated in the Editor Prefs to some “code”.

Did I miss something or could it be possible for the toggle element to also call Actions (like the Buttons Actions). Maybe passing in param the On/Off state something like that :slight_smile:

In any case, thank you again for the tool!

Hi, could you specify if you want to do this during Play Mode or Edit Mode?

Hello, thank you for the response!
Mostly, during Edit Mode as a configuration

I think this functionality is in update that will be live in about a week or so.

1 Like

Yes! I love to hear that!
I’ve been using the tool to add classic buttons and it has make my workflow much better and smoother!
Thanks :slight_smile:

1 Like

I just discovered this plugin! It’s really useful. Thanks a lot!!! :slight_smile:

A couple of questions:

  • Can you change the icon of a label or its text via script?
  • Can you run a code directly when you click on one of the options of a PopUp? Something like if it were a button…

I’m glad that is useful!

  1. Yes, you can. Find the Manul Toolbar Asset in the Resources folder. It’s a scriptable object with data, incuding names, icons, text etc. of the buttons. You can change this data in a same way that you change data in any other scriptable object or component, including using a script.

  2. No, this is not possible in the Manul Toolbar mainly because this tool uses Unity editor gui which has its limitations. But it will be possible to invoke an action each time you change the value od the popup - in the next update. The update was scheduled to this week but I’m afraid that this will be delayed to the next week.

1 Like

Before you push the update you might wanna look at the new Unity Package Auditor.
(https://www.youtube.com/watch?v=Oylx_SWnlgE) I just discovered it and it’s really cool!


It’s probably super easy fixes !

Very sorry for the delayed answer. Thanks for the info, I’ll look into it.

Yes, I planned an update a week ago, but unfortunately there were so many things in those weeks, that I simply couldn’t find time. I hope I will be able to update Manul Toolbar next week.

1 Like

No issue, take your time!
I just wanted to give you some feedback on this new package :slight_smile:

1 Like

Version 1.4.0 update

Finally I was able to upload the 1.4.0 update - the biggest update so far.

[New Actions]

First of all, there are two new actions:

  • Invoke Event - invokes event from a scriptable object (make sure the class has some methods to invoke)
  • Load Scene Additive - for scenes only, use it to load a scene in the Additive mode.

[New Item Types]

The List item - use it to construct a list with names and actions corresponding with each name.

Then, change the value of the popup to invoke an action!

For example: you can create a popup that will load a different scene each time the value of this popup is changed.

New item types for representing values (slider field, text field and number field) and special types (Time Scale Slider and Frame Rate Slider).

[Other New Features]

Next - On Change Value Actions.

Now you can link one or more actions to a field on the toolbar. Then, change the value of this field on the toolbar to invoke these actions!

Works with types: toggle, popup, slider, text, number.

And last but not least:

You can now use built-in Unity icons for your buttons and other items!

All new features are described in the attached documentation.

Cheers!

1 Like