Editor Tools

During my time using Unity I've worked extensively on in-editor tools, as well as standalone applications to assist other developers, and producers to more easily contribute to certain features. These include:

  • Standalone Application for managing universal art assets throughout large projects

    • Large projects would get extremely cluttered over many months with duplicate art assets, and many still had trouble finding them due to naming and file structure. This tool allowed us to keep a running database of commonly used assets, so that people from any department could find them without having to pull assets directly from the project through a developer. It also allowed developer to more easily integrate new and updated assets, including models, material, sprites, and videos.

  • Pinned Asset Window

    • This is one of the editor tools that I add almost immediately to any project. It allows for prefabs, folders, and scenes to be pinned within the window. This allows them to be opened, or navigated to in one click, rather than having to navigate back and forth between various assets if you find yourself commonly doing so (which I always do). This was a better solution to me than having multiple project windows opened with various locations locked, which can eat up your machine's resources more quickly than you would think.

  • Color Library

    • The color library expands upon the Unity pallet's ability to save colors.

    • Colors can be saved with a custom name, similar to the Unity Pallet, but can also be referenced easily in script at any time using 'ColorLibrary.CustomColorName' . Rather than having to reference a particular string, the system creates a constant variable that can be referenced and tracked through visual studio just like any other variable.

    • The color library is fully searchable, savable, and import/exportable, allowing custom pallets to be shared easily over multiple projects

  • Sprite Library

    • Similar to the color library, the sprite library allows for particular sprites to be referenced through a static calls in scripts without having to manually write a class. Was implemented using the Unity Resources system, but could be easily ported to the Addressable system for asynchronous capabilities.

  • Custom Lesson Generation Tools

    • Created for use with various AR/VR training applications

    • Various question types like multiple choice, locational, and matching

    • Suite of custom tools and a standalone application that allow artists and producers to create various types of assessment questions, as well as implement proper anchoring and positioning for visual aspects of the environment.

    • Allows for cues based on user input to these questions, triggering movement, or custom animations/actions on various game objects

    • Allows for easy exporting for use in builds, and importing in order to edit already-created lessons


I feel comfortable approaching hurdles that may pop up during development, and creating tools that provide efficient solutions to those hurdles.