unity-workflows
from cryptorabea/claude_unity_dev_plugin
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0 stars0 forksUpdated Dec 30, 2025
npx skills add https://github.com/cryptorabea/claude_unity_dev_plugin --skill unity-workflowsSKILL.md
Unity Workflows and Editor Tools
Essential workflows for Unity editor scripting, input systems, UI development, and asset management.
Overview
Efficient Unity workflows accelerate development and reduce errors. This skill covers editor customization, modern input handling, UI systems, and asset pipeline optimization.
Core workflow areas:
- Editor scripting and custom tools
- Input System (new and legacy)
- UI development (UI Toolkit, uGUI)
- Asset management and build pipeline
Editor Scripting Basics
Menu Items
Create custom menu commands:
using UnityEditor;
public static class CustomMenu
{
[MenuItem("Tools/My Tool")]
private static void ExecuteTool()
{
Debug.Log("Custom tool executed");
}
[MenuItem("Tools/My Tool", true)] // Validation
private static bool ValidateTool()
{
return Selection.activeGameObject != null;
}
// Keyboard shortcut: Ctrl+Shift+T (Windows), Cmd+Shift+T (Mac)
[MenuItem("Tools/Quick Action %#t")]
private static void QuickAction()
{
// Action
}
}
Shortcut keys:
%= Ctrl (Cmd on Mac)#= Shift&= Alt_g= G key
Context Menus
Right-click context menu for GameObjects/Components:
[MenuItem("GameObject/My Custom Action", false, 10)]
private static void CustomAction()
{
GameObject selected = Selection.activeGameObject;
// Perform action
}
// Component context menu
public class MyComponent : MonoBehaviour
{
[ContextMenu("Do Something")]
private void DoSomething()
{
Debug.Log("Context menu action");
}
[ContextMenuItem("Reset Value", "ResetValue")]
[SerializeField] private int value;
private void ResetValue()
{
value = 0;
}
}
Custom Inspector
Override Inspector for custom types:
[CustomEditor(typeof(MyScript))]
public class MyScriptEditor : Editor
{
public override void OnInspectorGUI()
{
// Draw default inspector
DrawDefaultInspector();
MyScript script = (MyScript)target;
// Custom button
if (GUILayout.Button("Execute Action"))
{
script.ExecuteAction();
}
// Custom fields
EditorGUILayout.LabelField("Custom Section", EditorStyles.boldLabel);
script.customValue = EditorGUILayout.IntSlider("Custom Value", script.customValue, 0, 100);
// Apply changes
if (GUI.changed)
{
EditorUtility.SetDirty(target);
}
}
}
Property Drawers
Custom property display in Inspector:
[System.Serializable]
public class Range
{
public float min;
public float max;
}
[CustomPropertyDrawer(typeof(Range))]
public class RangeDrawer : PropertyDrawer
{
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
EditorGUI.BeginProperty(position, label, property);
position = EditorGUI.PrefixLabel(position, GUIUtility.GetControlID(FocusType.Passive), label);
var minProp = property.FindPropertyRelative("min");
var maxProp = property.FindPropertyRelative("max");
float halfWidth = position.width / 2;
Rect minRect = new Rect(position.x, position.y, halfWidth - 5, position.height);
Rect maxRect = new Rect(position.x + halfWidth, position.y, halfWidth - 5, position.height);
EditorGUI.PropertyField(minRect, minProp, GUIContent.none);
EditorGUI.PropertyField(maxRect, maxProp, GUIContent.none);
EditorGUI.EndProperty();
}
}
EditorWindow
Create custom editor windows:
public class MyEditorWindow : EditorWindow
{
private string textField = "";
private int intField = 0;
[MenuItem("Window/My Editor Window")]
private static void ShowWindow()
{
var window = GetWindow<MyEditorWindow>();
window.titleContent = new GUIContent("My Tool");
window.minSize = new Vector2(300, 200);
window.Show();
}
private void OnGUI()
{
GUILayout.Label("My Custom Tool", EditorStyles.boldLabel);
textField = EditorGUILayout.TextField("Text Field", textField);
intField = EditorGUILayout.IntField("Int Field", intField);
if (GUILayout.Button("Execute"))
{
Execute();
}
}
private void Execute()
{
Debug.Log($"Executed with: {textField}, {intField}");
}
}
AssetDatabase Operations
Manipulate assets programmatically:
using UnityEditor;
public static class AssetUtilities
{
[MenuItem("Assets/Create Prefab From Selection")]
private static void CreatePrefab()
{
GameObject selected = Selection.activeGameObject;
if (selected == null)
return;
string path = $"Assets/Prefabs/{selected.name}.prefab";
// Create prefab
PrefabUtility.SaveAsPrefabAsset(selected, path);
AssetDatabase.Refresh();
...
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