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Feature Request: Menu Manager

Discussion in 'Editor Workflows' started by AndrewKaninchen, May 24, 2019.

  1. AndrewKaninchen


    Oct 30, 2016
    I really like what the Shortcut Manager brings to the table for production in Unity, but there is another area where a similiar approach would also bring a lot of benefits, and that is custom menus.

    The more packages you include in a project, the more bloated and inconsistent the editor becomes, as each package usually follows it's own logic for naming and separating stuff.

    It would be very nice if there was somewhere in the settings of the editor where you could override all menu behaviour (including native menus and options), like the Shortcut Manager provides for shortcuts.

    I dream of a Create Menu which isn't 3km high.
  2. JoNax97


    Feb 4, 2016
    I second this. Fiercely.

    Maybe it doesn't have to be an editor setting, a remapping API would suffice.
  3. Baste


    Jan 24, 2013
    This would be pretty neat! There are some very good plugins that I kinda hate because they clutter the menus a ton.

    There's also plugins that some team members need to have in their UI, but others don't. I don't like that my animator can't find menu items because they're burried under our sound system's menus.
    Xarbrough likes this.
  4. steego


    Jul 15, 2010
    I've been meaning to suggest something like this myself, even official Unity packages have inconsistencies between them.
  5. AndrewKaninchen


    Oct 30, 2016
    Yeah, it's kinda infuriating. And it's getting kind of worse, as packages (as good a concept they are) are supposed to be modular, as opposed to the old way in which you'd just import everything and change it around as much as you pleased — not trying (at all) to defend not having packages, I think pretty much everyone agrees they are objectively better than that. It's just that it evidentiates it even more, as little changes directly in the package in a project are less of a "recommended" thing.

    It's just that the idea of having Project-based (and User-based, as @Baste exemplifies) overrides for all kinds of additive Editor overheads which usually come from code seems like a very good bet. And I ponctuate native menus in special, because we can't edit their source codes at all. And they're preety bad overall.

    Wish @benoitd_unity would give this thread a look. This one seems to me like a low(er) hanging fruit, at least compared to my last suggestion.
    joshcamas and steego like this.
  6. Xarbrough


    Dec 11, 2014
    I agree: menus should be configurable per-project and per-user. The data to do this should be saved in files that can be copy pasted. Defining string path defaults in code is ok, but organizing a hierarchy of custom tools is difficult when everything is hardcoded in source. And as others have said, third party is often impossible to change with the current system.
    joshcamas likes this.
  7. MechaWolf99


    Aug 22, 2017
    I hadn't thought of this, but know that you have brought the idea up I need it. It is such a pain when you have even just a couple of 3rd part assets along with several of the Unity packages. The menus are horrible, having some way to set which items are in which menus would be amazing!
  8. joshcamas


    Jun 16, 2017
    This is massively important imo. Unity themselves don't follow their own "guidelines", such as putting animation rigging / burst / cinemachine into its own menu bar instead of under the windows bar. At least most add-ons put windows under /tools, but that's not consistent either. It's a mess. Having a menu allows for us to clean up things how we want, instead of relying on an addon or even worse unity to make things consistant.
    Neonage and AndrewKaninchen like this.