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unity-editor-tooling

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Unity Editor tooling, build automation, and asset pipeline customization. PROACTIVELY activate for: (1) writing custom Editor scripts, (2) custom inspectors and PropertyDrawer attributes, (3) EditorWindow creation, (4) ScriptedImporter for custom asset types, (5) build pipeline scripting (BuildPipeline.BuildPlayer, IBuildPostprocessor), (6) platform-switching automation, (7) CI/CD for Unity (GameCI, GitHub Actions, Unity Build Automation), (8) Assembly Definition (.asmdef) organization, (9) preprocessor symbols and platform defines, (10) Editor-only code with #if UNITY_EDITOR. Provides: custom inspector templates, EditorWindow examples, build script patterns, GameCI setup, .asmdef best practices, and CI YAML for Unity builds.

Cloud & DevOps

What this skill does


# Unity Editor Scripting and Tooling

## Overview

Reference for extending the Unity Editor, automating builds, testing, version control configuration, and package development. Covers custom inspectors, editor windows, build pipeline scripting, CI/CD, and the Unity Test Framework.

## Custom Inspectors

### Basic Custom Editor

```csharp
#if UNITY_EDITOR
using UnityEditor;
using UnityEngine;

[CustomEditor(typeof(EnemySpawner))]
public class EnemySpawnerEditor : Editor
{
    SerializedProperty spawnPoints;
    SerializedProperty enemyPrefab;
    SerializedProperty spawnInterval;

    void OnEnable()
    {
        spawnPoints = serializedObject.FindProperty("_spawnPoints");
        enemyPrefab = serializedObject.FindProperty("_enemyPrefab");
        spawnInterval = serializedObject.FindProperty("_spawnInterval");
    }

    public override void OnInspectorGUI()
    {
        serializedObject.Update();

        EditorGUILayout.PropertyField(enemyPrefab);
        EditorGUILayout.Slider(spawnInterval, 0.1f, 10f, new GUIContent("Spawn Interval"));

        EditorGUILayout.Space();
        EditorGUILayout.LabelField("Spawn Points", EditorStyles.boldLabel);
        EditorGUILayout.PropertyField(spawnPoints, true);

        if (GUILayout.Button("Add Spawn Point at Origin"))
        {
            spawnPoints.InsertArrayElementAtIndex(spawnPoints.arraySize);
            var newElement = spawnPoints.GetArrayElementAtIndex(spawnPoints.arraySize - 1);
            newElement.vector3Value = Vector3.zero;
        }

        serializedObject.ApplyModifiedProperties();
    }

    void OnSceneGUI()
    {
        var spawner = (EnemySpawner)target;
        // Draw handles in scene view for each spawn point
        for (int i = 0; i < spawner.SpawnPointCount; i++)
        {
            Vector3 point = spawner.GetSpawnPoint(i);
            Vector3 newPoint = Handles.PositionHandle(point, Quaternion.identity);
            if (point != newPoint)
            {
                Undo.RecordObject(spawner, "Move Spawn Point");
                spawner.SetSpawnPoint(i, newPoint);
            }
        }
    }
}
#endif
```

**Key rules:**
- Always wrap editor code in `#if UNITY_EDITOR` or place in `Editor/` folders
- Use `SerializedProperty` for undo/redo support and multi-object editing
- Call `serializedObject.Update()` before and `ApplyModifiedProperties()` after changes
- Use `Undo.RecordObject()` before direct modifications

### PropertyDrawer

```csharp
[CustomPropertyDrawer(typeof(MinMaxRange))]
public class MinMaxRangeDrawer : PropertyDrawer
{
    public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
    {
        EditorGUI.BeginProperty(position, label, property);
        var min = property.FindPropertyRelative("min");
        var max = property.FindPropertyRelative("max");
        float minVal = min.floatValue;
        float maxVal = max.floatValue;

        position = EditorGUI.PrefixLabel(position, label);
        EditorGUI.MinMaxSlider(position, ref minVal, ref maxVal, 0f, 100f);
        min.floatValue = minVal;
        max.floatValue = maxVal;
        EditorGUI.EndProperty();
    }
}
```

Use PropertyDrawers for reusable field-level customization. Use CustomEditors for component-level customization.

## EditorWindow

```csharp
public class LevelEditorWindow : EditorWindow
{
    [MenuItem("Tools/Level Editor")]
    static void ShowWindow() => GetWindow<LevelEditorWindow>("Level Editor");

    Vector2 scrollPos;
    string searchFilter = "";

    void OnGUI()
    {
        EditorGUILayout.BeginHorizontal(EditorStyles.toolbar);
        searchFilter = EditorGUILayout.TextField(searchFilter, EditorStyles.toolbarSearchField);
        if (GUILayout.Button("Refresh", EditorStyles.toolbarButton, GUILayout.Width(60)))
            RefreshData();
        EditorGUILayout.EndHorizontal();

        scrollPos = EditorGUILayout.BeginScrollView(scrollPos);
        // Draw content
        EditorGUILayout.EndScrollView();
    }

    void OnSelectionChange() => Repaint(); // React to selection changes
}
```

Use `EditorWindow` for standalone tools. Use `[MenuItem]` for menu bar integration. Override `OnSelectionChange`, `OnHierarchyChange`, `OnProjectChange` for reactive updates.

## ScriptedImporter

```csharp
[ScriptedImporter(1, "leveldata")]
public class LevelDataImporter : ScriptedImporter
{
    public override void OnImportAsset(AssetImportContext ctx)
    {
        string json = File.ReadAllText(ctx.assetPath);
        var levelData = ScriptableObject.CreateInstance<LevelData>();
        JsonUtility.FromJsonOverwrite(json, levelData);
        ctx.AddObjectToAsset("main", levelData);
        ctx.SetMainObject(levelData);
    }
}
```

Register custom file extensions. Unity re-imports automatically when the source file changes.

## Build Pipeline

### Build Script

```csharp
public static class BuildScript
{
    [MenuItem("Build/Build Windows")]
    public static void BuildWindows()
    {
        var options = new BuildPlayerOptions
        {
            scenes = EditorBuildSettings.scenes
                .Where(s => s.enabled)
                .Select(s => s.path).ToArray(),
            locationPathName = "Builds/Windows/Game.exe",
            target = BuildTarget.StandaloneWindows64,
            options = BuildOptions.None
        };

        var report = BuildPipeline.BuildPlayer(options);
        if (report.summary.result != BuildResult.Succeeded)
            throw new Exception($"Build failed: {report.summary.totalErrors} errors");
    }
}
```

### CI/CD with GameCI (GitHub Actions)

```yaml
name: Unity Build
on:
  push:
    branches: [main]

jobs:
  build:
    runs-on: ubuntu-latest
    strategy:
      matrix:
        targetPlatform: [StandaloneWindows64, StandaloneLinux64, WebGL]
    steps:
      - uses: actions/checkout@v4
        with:
          lfs: true

      - uses: game-ci/unity-builder@v4
        env:
          UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
          UNITY_EMAIL: ${{ secrets.UNITY_EMAIL }}
          UNITY_PASSWORD: ${{ secrets.UNITY_PASSWORD }}
        with:
          targetPlatform: ${{ matrix.targetPlatform }}
          buildMethod: BuildScript.Build${{ matrix.targetPlatform }}

      - uses: actions/upload-artifact@v4
        with:
          name: build-${{ matrix.targetPlatform }}
          path: build/${{ matrix.targetPlatform }}
```

Activate a Unity license first using `game-ci/unity-activate`. Use Unity Build Automation (Cloud Build) as an alternative if CI runners lack capacity.

## Assembly Definitions

```text
Project/
├── Scripts/
│   ├── Core/             Core.asmdef          (no references)
│   ├── Gameplay/          Gameplay.asmdef      (references: Core)
│   ├── UI/                UI.asmdef            (references: Core, Gameplay)
│   ├── Networking/        Networking.asmdef     (references: Core)
│   ├── Editor/            Editor.asmdef        (references: Core; Editor-only platform)
│   └── Tests/
│       ├── EditMode/      Tests.EditMode.asmdef (references: Core; Test assemblies)
│       └── PlayMode/      Tests.PlayMode.asmdef (references: Core, Gameplay)
```

**Benefits:** Incremental compilation (only recompile changed assemblies), enforced dependency boundaries, required for testability.

**Rules:**
- Set Editor-only assemblies to Editor platform only
- Test assemblies must reference `UnityEngine.TestRunner` and `UnityEditor.TestRunner`
- Use Assembly Definition References for cross-assembly access

## Unity Test Framework

### Edit Mode Test

```csharp
[TestFixture]
public class InventoryTests
{
    [Test]
    public void AddItem_IncreasesCount()
    {
        var inventory = new Inventory(maxSlots: 10);
        inventory.Add(new Item("Sword", 1));
        Assert.AreEqual(1, inventory.Count);
    }

    [Test]
    public void AddItem_WhenFull_ReturnsFalse()
    {
        var inventory = new Inventory(maxSlots: 1);
        inventory.Add(new Item("Sword", 1));
        Assert.IsFalse(inventory.Add(ne

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