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. A...
Scanned 5/27/2026
Install via CLI
openskills install IdoCohen560/claude-unity-game-studio---
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
1. 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.
2. 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.
3. Read `docs/NAMING_CONVENTIONS.md` for editor script naming.
## Core Rules (Non-Negotiable)
```csharp
// 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);
```
```csharp
// ALWAYS: Record undo before modifications
Undo.RecordObject(target, "Changed patrol point");
myComponent.patrolPoints[i] = newPos;
// NEVER: Modify without undo
myComponent.patrolPoints[i] = newPos;
```
```csharp
// 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)
```csharp
// 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)
```csharp
// 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 `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.
```csharp
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-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.
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