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What Asset(s) Does Your Project Never Go Without?

Discussion in 'General Discussion' started by SamohtVII, Apr 12, 2019.

  1. SamohtVII

    SamohtVII

    Joined:
    Jun 30, 2014
    Posts:
    139
    Does anyone have some day 1 imports they love and never go without? Or maybe a specific game genre has a certain asset that you can't live without?
     
  2. Murgilod

    Murgilod

    Joined:
    Nov 12, 2013
    Posts:
    5,627
    The absolute first asset I put in all my projects is Rewired. Not having to worry about input makes my life a lot easier.
     
    Ryiah, Steve-Tack, guavaman and 3 others like this.
  3. Ony

    Ony

    Joined:
    Apr 26, 2009
    Posts:
    1,757
    Been using MegaFiers since 2011 and NGUI since 2014, and they've both been the first things I've added to every project since. But... I'm currently finishing up a year long project that ended up not needing either of them. Feels weird, man.
     
  4. Billy4184

    Billy4184

    Joined:
    Jul 7, 2014
    Posts:
    4,475
    If the project has characters of any kind, I download the Standard Assets. Other than that, there's not a lot generally speaking that I need on day 1 except the discipline to keep everything quick and dirty so that I can get somewhere fast.
     
  5. Ryiah

    Ryiah

    Joined:
    Oct 11, 2012
    Posts:
    14,054
    Below is an asset that came from the forums (I have no idea who made it now and it had no comments from the author) that shows the contents of a ScriptableObject in the Inspector when viewing an object referencing it.

    Code (csharp):
    1. using UnityEngine;
    2. using UnityEditor;
    3.  
    4. [CanEditMultipleObjects]
    5. [CustomEditor(typeof(MonoBehaviour), true)]
    6. public class MonoBehaviourEditor : Editor {}
    Code (csharp):
    1. using UnityEngine;
    2. using UnityEditor;
    3.  
    4. [CustomPropertyDrawer(typeof(ScriptableObject), true)]
    5. public class ScriptableObjectDrawer : PropertyDrawer {
    6.     // Cached scriptable object editor
    7.     private Editor editor = null;
    8.  
    9.     public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
    10.     {
    11.         // Draw label
    12.         EditorGUI.PropertyField(position, property, label, true);
    13.  
    14.         // Draw foldout arrow
    15.         if (property.objectReferenceValue != null)
    16.         {
    17.             property.isExpanded = EditorGUI.Foldout(position, property.isExpanded, GUIContent.none);
    18.         }
    19.  
    20.         // Draw foldout properties
    21.         if (property.isExpanded)
    22.         {
    23.             // Make child fields be indented
    24.             EditorGUI.indentLevel++;
    25.  
    26.             // Draw object properties
    27.             if (!editor)
    28.                 Editor.CreateCachedEditor(property.objectReferenceValue, null, ref editor);
    29.  
    30.             editor.OnInspectorGUI();
    31.  
    32.             // Set indent back to what it was
    33.             EditorGUI.indentLevel--;
    34.         }
    35.     }
    36. }
     
    xVergilx and GCat like this.
  6. Lurking-Ninja

    Lurking-Ninja

    Joined:
    Jan 20, 2015
    Posts:
    3,919
    Odin Inspector (strictly local use, no serialization)

    Used to add ProBuilder, ProGrid and TextMesh Pro all the time, but they became packages now, so they aren't assets anymore.

    Everything else depends on the game/test/app I'm working on.
     
  7. xVergilx

    xVergilx

    Joined:
    Dec 22, 2014
    Posts:
    1,760
    UniRx, can't code without it. Its too good not to utilize Rx and even with default C# Rx it has its uses.
    Like MicroCoroutines that are faster than default coroutines (nearly as fast as MEC) and .AddTo(...) utility unsubscribe extension.
     
  8. longroadhwy

    longroadhwy

    Joined:
    May 4, 2014
    Posts:
    1,438
    Steve-Tack and guavaman like this.
  9. SparrowsNest

    SparrowsNest

    Joined:
    Apr 6, 2017
    Posts:
    1,734
    UI Extensions and TMPro (@Lurking-Ninja because i'm still on 2017.4 ;) )

    edit:
    @AntoineDesbiens reminded me, also a static utility class that has handy functions.
     
    Last edited: Apr 12, 2019
  10. AntoineDesbiens

    AntoineDesbiens

    Joined:
    Jun 9, 2014
    Posts:
    717
    -TMPro here as well, forever and always
    -A class that contains a bunch of different curve easing methods
    -An editor script that allows me to set the color of objects fields in the hierarchy
     
  11. guavaman

    guavaman

    Joined:
    Nov 20, 2009
    Posts:
    3,700
    I like Rewired too! :D
     
    angrypenguin and Lurking-Ninja like this.
  12. Mauri

    Mauri

    Joined:
    Dec 9, 2010
    Posts:
    1,461
    https://forum.unity.com/threads/editor-tool-better-scriptableobject-inspector-editing.484393/

    ?
     
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  13. AndersMalmgren

    AndersMalmgren

    Joined:
    Aug 31, 2014
    Posts:
    4,494
    SteamVR, cant do a desktop VR project without it. And now with SteamVR 2.0 the hardware abstraction is complete
     
  14. chingwa

    chingwa

    Joined:
    Dec 4, 2009
    Posts:
    3,269
    The unity Post Processing Stack. It goes into every single project.
     
    SparrowsNest likes this.
  15. zombiegorilla

    zombiegorilla

    Moderator

    Joined:
    May 8, 2012
    Posts:
    7,696
    I have a ton of my own tools that I drop in (actually have a project template). Beyond that... pretty much just dotween.
     
  16. joshcamas

    joshcamas

    Joined:
    Jun 16, 2017
    Posts:
    711
    Odin inspector, and Odin Serializer depending on the project. Praise Sirinix.
     
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  17. BlankDeedxxAldenHilcrest

    BlankDeedxxAldenHilcrest

    Joined:
    Jul 10, 2018
    Posts:
    292
    Generic Terrain Brushes. Price: free.
     
  18. Starpaq2

    Starpaq2

    Joined:
    Mar 14, 2013
    Posts:
    39
    Script Inspector
    I use it every time, all day long.
     
    Ryiah likes this.