Unity Editor Tools
Generate editor tooling that follows Unity best practices.
Before You Start
- Read
docs/ProjectConfig.yamlfor:unity_version— UI Toolkit editor UI requires 2022.2+ (all Unity 6+ projects qualify).ui_system— if"UIToolkit"or"Mixed", prefer UI Toolkit for editor UIs too (consistent approach).mcp.unity_mcp— iftrue, callrefresh_unityafter creating files.
- Check if the feature has an
Editor/asmdef — if not, create one. The Editor asmdef must reference the Runtime asmdef and haveEditoras its only Include Platform. - Read
docs/NAMING_CONVENTIONS.mdfor editor script naming.
Core Rules (Non-Negotiable)
// ALWAYS: Use SerializedProperty for inspector fields
SerializedProperty _healthProp;
void OnEnable() => _healthProp = serializedObject.FindProperty("_health");
// NEVER: Direct field access (breaks multi-edit, prefabs, undo)
((MyComponent)target)._health = EditorGUILayout.FloatField(((MyComponent)target)._health);
// ALWAYS: Record undo before modifications
Undo.RecordObject(target, "Changed patrol point");
myComponent.patrolPoints[i] = newPos;
// NEVER: Modify without undo
myComponent.patrolPoints[i] = newPos;
// ALWAYS: Mark dirty after changes in tools
EditorUtility.SetDirty(target);
// ALWAYS: Apply modified properties in inspectors
serializedObject.ApplyModifiedProperties();
Tool Selection
| Need | Tool | Reference |
|---|---|---|
| Custom component UI in Inspector | Custom Inspector | references/custom-inspector.md |
Reusable field decoration ([MinMax], [ReadOnly]) |
PropertyDrawer | references/property-drawer.md |
| Standalone tool panel | EditorWindow | references/editor-window.md |
| Always-on spatial visualization | OnDrawGizmos / OnDrawGizmosSelected |
Inline below |
| Interactive scene handles (draggable) | Handles API |
Inline below |
Gizmos (Quick Reference)
// In a MonoBehaviour — no Editor assembly needed
private void OnDrawGizmosSelected()
{
Gizmos.color = new Color(0f, 1f, 0f, 0.3f);
Gizmos.DrawWireSphere(transform.position, _radius);
}
Handles (Quick Reference)
// In an Editor script — requires Editor assembly
[CustomEditor(typeof(PatrolPath))]
public class PatrolPathEditor : Editor
{
private void OnSceneGUI()
{
var path = (PatrolPath)target;
for (int i = 0; i < path.Points.Count; i++)
{
EditorGUI.BeginChangeCheck();
Vector3 newPos = Handles.PositionHandle(path.Points[i], Quaternion.identity);
if (EditorGUI.EndChangeCheck())
{
Undo.RecordObject(path, "Move patrol point");
path.Points[i] = newPos;
EditorUtility.SetDirty(path);
}
}
}
}
Editor Script Placement
Assets/_Project/Features/{Feature}/
├── Runtime/
│ ├── {Feature}.asmdef <- Runtime assembly
│ └── MyComponent.cs
└── Editor/
├── {Feature}.Editor.asmdef <- References Runtime assembly
├── MyComponentInspector.cs
└── MyComponentGizmos.cs
The Editor asmdef must:
- Reference the Runtime asmdef
- Have
Editorin its Include Platforms (only) - Never be referenced by Runtime assemblies
Build Validation
Add pre-build validators to catch issues before shipping. Place in an Editor assembly.
using UnityEditor;
using UnityEditor.Build;
using UnityEditor.Build.Reporting;
public class PreBuildValidator : IPreprocessBuildWithReport
{
public int callbackOrder => 0;
public void OnPreprocessBuild(BuildReport report)
{
// Run unit tests — fail build if any test fails
// Validate all scenes in Build Settings exist
// Check for missing script references on prefabs
}
}
Common validations: unit test pass/fail, scene list completeness, missing component references on prefabs, unresolved addressable entries.
After Setup
- Debug visualization: Use
uw-unity-debuggingGizmos for debug-specific visualizations (raycast paths, trigger volumes, AI sight cones). - Write tests: Use
uw-unity-test-runner— test editor tools in EditMode (validate that SerializedProperty operations produce correct results). - SO inspectors: Use
uw-scriptable-object-archdata containers with custom inspectors for designer-friendly data editing. - UI Toolkit binding: Use
uw-ui-toolkit-binderpatterns if building editor windows with data binding.
Principles
- Undo is non-negotiable: Any editor tool that modifies state without undo support is a bug. Always
Undo.RecordObjectbefore changes. - Designer empathy: Tools exist to make non-programmers productive. A confusing inspector is a failed tool. Ask: is this for designers (intuitive, visual) or developers (can be technical)?
- Build alongside features: Don't wait for a "tooling phase." Build the inspector while the component is being created.
Rules
- Always use
SerializedPropertyfor inspector fields — never direct field access. - Always record Undo before any state modification.
- Always
serializedObject.ApplyModifiedProperties()at the end of inspectorOnInspectorGUI. - Editor scripts live in
Editor/folders with their own.asmdefthat includes onlyEditorplatform. - Never reference Editor assemblies from Runtime assemblies.
[SerializeField] privatefor all Inspector fields — never public fields.- If
ProjectConfig.yaml -> mcp.unity_mcpistrue, callrefresh_unityafter creating files.