| name | unity-editor-tooling |
| description | Unity Editor tooling, build automation, and asset pipeline customization. PROACTIVELY activate for: (1) writing custom Editor scripts, (2) custom inspectors and PropertyDrawer attributes, (3) EditorWindow creation, (4) ScriptedImporter for custom asset types, (5) build pipeline scripting (BuildPipeline.BuildPlayer, IBuildPostprocessor), (6) platform-switching automation, (7) CI/CD for Unity (GameCI, GitHub Actions, Unity Build Automation), (8) Assembly Definition (.asmdef) organization, (9) preprocessor symbols and platform defines, (10) Editor-only code with #if UNITY_EDITOR. Provides: custom inspector templates, EditorWindow examples, build script patterns, GameCI setup, .asmdef best practices, and CI YAML for Unity builds. |
Unity Editor Scripting and Tooling
Overview
Reference for extending the Unity Editor, automating builds, testing, version control configuration, and package development. Covers custom inspectors, editor windows, build pipeline scripting, CI/CD, and the Unity Test Framework.
Custom Inspectors
Basic Custom Editor
#if UNITY_EDITOR
using UnityEditor;
using UnityEngine;
[CustomEditor(typeof(EnemySpawner))]
public class EnemySpawnerEditor : Editor
{
SerializedProperty spawnPoints;
SerializedProperty enemyPrefab;
SerializedProperty spawnInterval;
void OnEnable()
{
spawnPoints = serializedObject.FindProperty("_spawnPoints");
enemyPrefab = serializedObject.FindProperty("_enemyPrefab");
spawnInterval = serializedObject.FindProperty("_spawnInterval");
}
public override void OnInspectorGUI()
{
serializedObject.Update();
EditorGUILayout.PropertyField(enemyPrefab);
EditorGUILayout.Slider(spawnInterval, 0.1f, 10f, new GUIContent("Spawn Interval"));
EditorGUILayout.Space();
EditorGUILayout.LabelField("Spawn Points", EditorStyles.boldLabel);
EditorGUILayout.PropertyField(spawnPoints, true);
if (GUILayout.Button("Add Spawn Point at Origin"))
{
spawnPoints.InsertArrayElementAtIndex(spawnPoints.arraySize);
var newElement = spawnPoints.GetArrayElementAtIndex(spawnPoints.arraySize - 1);
newElement.vector3Value = Vector3.zero;
}
serializedObject.ApplyModifiedProperties();
}
void OnSceneGUI()
{
var spawner = (EnemySpawner)target;
for (int i = 0; i < spawner.SpawnPointCount; i++)
{
Vector3 point = spawner.GetSpawnPoint(i);
Vector3 newPoint = Handles.PositionHandle(point, Quaternion.identity);
if (point != newPoint)
{
Undo.RecordObject(spawner, "Move Spawn Point");
spawner.SetSpawnPoint(i, newPoint);
}
}
}
}
#endif
Key rules:
- Always wrap editor code in
#if UNITY_EDITOR or place in Editor/ folders
- Use
SerializedProperty for undo/redo support and multi-object editing
- Call
serializedObject.Update() before and ApplyModifiedProperties() after changes
- Use
Undo.RecordObject() before direct modifications
PropertyDrawer
[CustomPropertyDrawer(typeof(MinMaxRange))]
public class MinMaxRangeDrawer : PropertyDrawer
{
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
EditorGUI.BeginProperty(position, label, property);
var min = property.FindPropertyRelative("min");
var max = property.FindPropertyRelative("max");
float minVal = min.floatValue;
float maxVal = max.floatValue;
position = EditorGUI.PrefixLabel(position, label);
EditorGUI.MinMaxSlider(position, ref minVal, ref maxVal, 0f, 100f);
min.floatValue = minVal;
max.floatValue = maxVal;
EditorGUI.EndProperty();
}
}
Use PropertyDrawers for reusable field-level customization. Use CustomEditors for component-level customization.
EditorWindow
public class LevelEditorWindow : EditorWindow
{
[MenuItem("Tools/Level Editor")]
static void ShowWindow() => GetWindow<LevelEditorWindow>("Level Editor");
Vector2 scrollPos;
string searchFilter = "";
void OnGUI()
{
EditorGUILayout.BeginHorizontal(EditorStyles.toolbar);
searchFilter = EditorGUILayout.TextField(searchFilter, EditorStyles.toolbarSearchField);
if (GUILayout.Button("Refresh", EditorStyles.toolbarButton, GUILayout.Width(60)))
RefreshData();
EditorGUILayout.EndHorizontal();
scrollPos = EditorGUILayout.BeginScrollView(scrollPos);
EditorGUILayout.EndScrollView();
}
void OnSelectionChange() => Repaint();
}
Use EditorWindow for standalone tools. Use [MenuItem] for menu bar integration. Override OnSelectionChange, OnHierarchyChange, OnProjectChange for reactive updates.
ScriptedImporter
[ScriptedImporter(1, "leveldata")]
public class LevelDataImporter : ScriptedImporter
{
public override void OnImportAsset(AssetImportContext ctx)
{
string json = File.ReadAllText(ctx.assetPath);
var levelData = ScriptableObject.CreateInstance<LevelData>();
JsonUtility.FromJsonOverwrite(json, levelData);
ctx.AddObjectToAsset("main", levelData);
ctx.SetMainObject(levelData);
}
}
Register custom file extensions. Unity re-imports automatically when the source file changes.
Build Pipeline
Build Script
public static class BuildScript
{
[MenuItem("Build/Build Windows")]
public static void BuildWindows()
{
var options = new BuildPlayerOptions
{
scenes = EditorBuildSettings.scenes
.Where(s => s.enabled)
.Select(s => s.path).ToArray(),
locationPathName = "Builds/Windows/Game.exe",
target = BuildTarget.StandaloneWindows64,
options = BuildOptions.None
};
var report = BuildPipeline.BuildPlayer(options);
if (report.summary.result != BuildResult.Succeeded)
throw new Exception($"Build failed: {report.summary.totalErrors} errors");
}
}
CI/CD with GameCI (GitHub Actions)
name: Unity Build
on:
push:
branches: [main]
jobs:
build:
runs-on: ubuntu-latest
strategy:
matrix:
targetPlatform: [StandaloneWindows64, StandaloneLinux64, WebGL]
steps:
- uses: actions/checkout@v4
with:
lfs: true
- uses: game-ci/unity-builder@v4
env:
UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
UNITY_EMAIL: ${{ secrets.UNITY_EMAIL }}
UNITY_PASSWORD: ${{ secrets.UNITY_PASSWORD }}
with:
targetPlatform: ${{ matrix.targetPlatform }}
buildMethod: BuildScript.Build${{ matrix.targetPlatform }}
- uses: actions/upload-artifact@v4
with:
name:
Activate a Unity license first using game-ci/unity-activate. Use Unity Build Automation (Cloud Build) as an alternative if CI runners lack capacity.
Assembly Definitions
Project/
├── Scripts/
│ ├── Core/ Core.asmdef (no references)
│ ├── Gameplay/ Gameplay.asmdef (references: Core)
│ ├── UI/ UI.asmdef (references: Core, Gameplay)
│ ├── Networking/ Networking.asmdef (references: Core)
│ ├── Editor/ Editor.asmdef (references: Core; Editor-only platform)
│ └── Tests/
│ ├── EditMode/ Tests.EditMode.asmdef (references: Core; Test assemblies)
│ └── PlayMode/ Tests.PlayMode.asmdef (references: Core, Gameplay)
Benefits: Incremental compilation (only recompile changed assemblies), enforced dependency boundaries, required for testability.
Rules:
- Set Editor-only assemblies to Editor platform only
- Test assemblies must reference
UnityEngine.TestRunner and UnityEditor.TestRunner
- Use Assembly Definition References for cross-assembly access
Unity Test Framework
Edit Mode Test
[TestFixture]
public class InventoryTests
{
[Test]
public void AddItem_IncreasesCount()
{
var inventory = new Inventory(maxSlots: 10);
inventory.Add(new Item("Sword", 1));
Assert.AreEqual(1, inventory.Count);
}
[Test]
public void AddItem_WhenFull_ReturnsFalse()
{
var inventory = new Inventory(maxSlots: 1);
inventory.Add(new Item("Sword", 1));
Assert.IsFalse(inventory.Add(new Item("Shield", 1)));
}
}
Play Mode Test
[UnityTest]
public IEnumerator Player_TakesDamage_HealthDecreases()
{
var player = new GameObject().AddComponent<PlayerHealth>();
player.Initialize(100);
player.TakeDamage(30);
yield return null;
Assert.AreEqual(70, player.CurrentHealth);
}
Run tests via Window > General > Test Runner. Edit Mode tests run instantly. Play Mode tests enter play mode and can test MonoBehaviour logic, coroutines, and physics.
Version Control
Unity .gitignore (Essential Entries)
/[Ll]ibrary/
/[Tt]emp/
/[Oo]bj/
/[Bb]uild/
/[Bb]uilds/
/[Ll]ogs/
/[Uu]ser[Ss]ettings/
/[Mm]emoryCaptures/
/[Rr]ecordings/
*.csproj
*.sln
*.suo
*.user
*.pidb
*.booproj
*.unityproj
Project Settings for Version Control
- Edit > Project Settings > Editor > Asset Serialization: Force Text
- Edit > Project Settings > Editor > Version Control Mode: Visible Meta Files
- Use Unity Smart Merge: configure
.gitattributes with *.unity merge=unityyamlmerge
- Install UnityYAMLMerge (ships with Unity) and configure git to use it
Custom Packages (UPM)
com.company.my-package/
├── package.json
├── Runtime/
│ ├── com.company.my-package.asmdef
│ └── MyScript.cs
├── Editor/
│ ├── com.company.my-package.editor.asmdef
│ └── MyEditorScript.cs
├── Tests/
│ ├── Runtime/
│ └── Editor/
├── Documentation~/
├── CHANGELOG.md
└── README.md
Install local packages via manifest.json: "com.company.my-package": "file:../../Packages/my-package" or via git URL.
Additional Resources
Reference Files
references/editor-recipes.md -- Advanced editor patterns: Gizmos, Handles, SceneView overlays, custom menus, asset post-processors, build hooks (IPreprocessBuildWithReport), serialization callbacks, Terrain and ProBuilder scripting, multi-scene editing workflows