References

Here are some tools which I publish as free open source projects or which I have worked on in the past.

Unity Command Line Launcher

  • Use the open command to get a selection prompt of recent or favorite projects
  • Advanced search like “CFP” to find “Core Frontend Platform” supported
  • Search for projects to open by passing a directory or file path
  • Install all editors needed by projects on disk
  • Uninstall all unused editors
  • Various other commands that build on or improve Unity Hub’s CLI

Spline Tool

  • More lightweight than other commercial or builtin solutions
  • Gizmo support for large splines and large scenes (culling)
  • Spline attachments and handles can be animated at runtime

Layer and Sorting Order

  • Displays Renderer sorting order and layer as layer stack like in Photoshop
  • Objects can be dragged to change sorting order and layer
  • Context click to send to another layer
  • Makes most sense in 2D but also supports 3D renderers for special effects

Mesh Debugging – UV Window

  • Select a mesh from the Project, a prefab, GameObject and it also searches children for meshes
  • Displays the UV data in a view that supports pan and zoom
  • Multiple meshes can be displayed at the same time (texture atlas)
  • View options allow configuration of colors, transparency, displayed channels and texture map

2D Stamp

  • Places prefabs like decal stamps with a single click
  • Can cycles through a list of input prefabs
  • Randomizes vertical vs horizontal, size and color
  • Randomizes size and color
  • Can assign a material

Level Streaming

  • When saving a scene at edit-time, the geometry bounds are calculated and automatically saved to a ScriptableObject asset that is persisted into the runtime build
  • The bounds are visualized via Gizmos
  • Bounds are updated before the build in order to avoid stale data caused by merge conflicts outside of Unity via gizmos