Writing Editor tools for Unity is a passion of mine. Unity’s Editor extensibility is one of its most powerful features and with the advent of the Asset Store, the practice of enhancing the Editor has become more popular (and lucrative). Still, there are many uncharted nooks and crannies and I simply love finding out hackier and wackier ways of exploting the Editor. Here are just a few of them:
A quick attempt at building a web browser inside the Unity Editor, after the debut of the Asset Store. Unity Editor uses the WebKit framework to render the Asset Store so it was just a matter of taking some inspiration from AssetStoreWindow class and adding a URL bar. Input can be a bit buggy and it might crash your Editor occasionally; you’ve been warned (not that there’s a download link just yet).
An old tool-suite for assisting developers with level creation (mostly content placement). Developed right after graduating from college. Not very relevant nowadays, though.
Currently at a proof of concept stage, this tool should eventually become a node graph editor for generating noise-based textures. Could eventually work at run-time by serializing the graphs to assets. Leverages LibNoise. There are *many* more Noise and Operator nodes to add.
A value inspector for all the live Editor objects. Great for seeing the running state of all the Editor components and seeing who’s connected to whom. Could also aid in debugging your own Editor tools, I suppose.
Generates 3D vase-like lathed objects from a set of co-linear points. UV-maps them properly, too, except for the last edge that closes the loop (oops). I’m certain it’s an easy fix that I don’t currently have time for.