Why doesn't Unity have Editor based pre-generation scripts out of the box?

Unity uses mono which uses a clunky (at the moment, see beta scripting preview) GC that works best when no allocations/destructions are introduced during gameplay.

So why doesn’t UT provide a simple pre-generation system in editor, e.g

  • Build a 1D pool of bullets/enemies/game elements and pre-allocate them to an array or list in developer selected component.
  • Build a 2D array of tiles for 2D game to a tilemap.
  • Build a 3D array of meshes in 3D games.

This could help developers setup scenes/levels where no allocations are needed.

:roll_eyes: I know experience developers will point to the great in Editor scripting system and hopefully inform me how to do the above, but as a noob in Editor scripting the lack of these features out of the box, given the use of a GC, seems to be an oversight on UT’s part?

If the UI included an make array of option, as an extension of the duplicate option.

Also why does the Unity UI have no right mouse button context menus on objects in the editor window, as they would be ideal for quick access options on in scene objects?

RMB → Duplicate / Array 1D/2D/3D, Snap To Grid, Delete, Disable, Scale x2/x4/x8

I’m just guessing at the possible quick actions people need but is anyone looking into this aspect of improvements to the UI?