| name | uw-unity-editor-tools |
| description | Generate custom editor tooling including Custom Inspectors, PropertyDrawers, EditorWindows, Gizmos, and Handles. Use when building designer-facing tools, spatial visualization, batch operations, or custom component UIs. Triggers on requests like "create a custom inspector", "add gizmos", "build an editor window", "make this component designer-friendly", "add a debug visualization", "create a level editor tool", "add a property drawer", "make a batch rename tool", or any editor tooling work. Always uses SerializedProperty and Undo for safety. |
Unity Editor Tools
Generate editor tooling that follows Unity best practices.
Before You Start
- Read
docs/ProjectConfig.yaml for:
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 — if true, call refresh_unity after creating files.
- Check if the feature has an
Editor/ asmdef — if not, create one. The Editor asmdef must reference the Runtime asmdef and have Editor as its only Include Platform.
- Read
docs/NAMING_CONVENTIONS.md for editor script naming.
Core Rules (Non-Negotiable)
SerializedProperty _healthProp;
void OnEnable() => _healthProp = serializedObject.FindProperty("_health");
((MyComponent)target)._health = EditorGUILayout.FloatField(((MyComponent)target)._health);
Undo.RecordObject(target, "Changed patrol point");
myComponent.patrolPoints[i] = newPos;
myComponent.patrolPoints[i] = newPos;
EditorUtility.SetDirty(target);
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)
private void OnDrawGizmosSelected()
{
Gizmos.color = new Color(0f, 1f, 0f, 0.3f);
Gizmos.DrawWireSphere(transform.position, _radius);
}
Handles (Quick Reference)
[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
Editor in 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)
{
}
}
Common validations: unit test pass/fail, scene list completeness, missing component references on prefabs, unresolved addressable entries.
After Setup
- Debug visualization: Use
uw-unity-debugging Gizmos 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-arch data containers with custom inspectors for designer-friendly data editing.
- UI Toolkit binding: Use
uw-ui-toolkit-binder patterns 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.RecordObject before 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
SerializedProperty for inspector fields — never direct field access.
- Always record Undo before any state modification.
- Always
serializedObject.ApplyModifiedProperties() at the end of inspector OnInspectorGUI.
- Editor scripts live in
Editor/ folders with their own .asmdef that includes only Editor platform.
- Never reference Editor assemblies from Runtime assemblies.
[SerializeField] private for all Inspector fields — never public fields.
- If
ProjectConfig.yaml -> mcp.unity_mcp is true, call refresh_unity after creating files.