agency-unity-editor-tool-developer

Automate Unity Editor tooling for EditorWindows, PropertyDrawers, AssetPostprocessors, and build validators.

Updated Feb 11, 2026
One-click install
npx skills add https://github.com/augustoheiss/LogicDefense --skill agency-unity-editor-tool-developer-augustoheiss
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: agency-unity-editor-tool-developer
Source: https://github.com/augustoheiss/LogicDefense/tree/main/.gemini/skills/agency-unity-editor-tool-developer
Command: npx skills add https://github.com/augustoheiss/LogicDefense --skill agency-unity-editor-tool-developer-augustoheiss

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This skill reduces manual, repetitive Unity Editor work by automating common editing tasks, asset processing, and build validations.

Core Features & Use Cases

  • EditorWindow tools that show project state without leaving Unity
  • PropertyDrawer and CustomEditor extensions for clearer, safer Inspector data
  • AssetPostprocessor rules enforcing naming, import settings, and build validation
  • MenuItem and ContextMenu shortcuts for common operations
  • Validation pipelines that run on build to catch errors before QA

Quick Start

Prototype a minimal Unity Editor tool that audits assets and reports issues to the team.

Frequently Asked Questions about agency-unity-editor-tool-developer

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I automate Unity Editor tooling to reduce manual asset setup?▼

Automate Unity Editor tooling by creating EditorWindows, PropertyDrawers, and AssetPostprocessors that enforce import settings and naming rules, reducing manual work and errors across game projects.

What is an AssetPostprocessor used for in Unity build validation pipelines?▼

An AssetPostprocessor is used to enforce naming conventions, configure import settings, and run build validation checks to catch errors before QA during the asset import phase.

Can I use custom PropertyDrawers and EditorWindows to organize editor-only code in Unity?▼

Yes, custom PropertyDrawers and EditorWindows help organize editor-only code by providing safer Inspector data and displaying project state without leaving Unity, satisfying requirements for persistent state and Undo support.

What's the best way to build a Unity pre-build validation pipeline that reports progress?▼

The best way to build a Unity pre-build validation pipeline is using MenuItem shortcuts and build validators that run automated checks, utilizing progress reporting and persistent state to catch issues before QA.

When do I need to implement editor-only code organization with Undo support in Unity?▼

You need editor-only code organization with Undo support when building custom EditorWindows and PropertyDrawers that modify scene setup or Inspector data, ensuring persistent state and safe reversible actions.