If anyone needs custom tools to make the dev process easier, let me know the specifics, I could try cooking up something to help with it. I've done some small tools in unity to make, making games easier
Yea, I'm responsible for that too. Here's what I've made firstly for this project: https://github.com/neon-age/Smart-Hierarchy I feel like whats highly important to make is custom prefab placement tools, so level designers would not struggle from manual adjustments on flying rocks
About that. Are we planning to use IMGUI or UIElements for editor windows/custom editors? I'm a big fan of UIElements, I wrote (and still am writing) some extensive editor tools/custom inspectors with it for the past year and a half. I write it in C# + USS, I avoid using UXML (I think that's the name for the layout scripts). Any thoughts on that? I'm guessing as long as we keep things seperate then either way should work out well.
First, we can't always use UI Elements for PropertyDrawers or GUI extensions (as all inspectors are IMGUI). And AFAIK, there is no good alternative for ReorderableList. IMGUI is still good for simple extensions. But when your tool needs styles & controls manipulation.. Oh man, it's comes down into complete mess. UI elements is mandatory in that situation. The separation between Styles, Layout and Events makes code super readable and easily extendable. But writing USS or UXML by hand requires web skills, I don't like it. What I like is UI Builder, it's a nice visual editor, but it's still super buggy in latest preview releases and doesn't support loading uxml from packages.. Another problem with default editor elements is that they don't have anti-aliasing! They're looking ugly comparing to IMGUI controls Don't avoid, it gives your layouts reusability So conclusion: UI Elements is great for complex tools, but redundant for simple ones. Not possible for inspector extensions. UI Builder is not bug-free yet