Posted November 19, 2024 by Lost Zealous
#Developer Tools #Indie Game Dev #Game Development #Level Design #Editor Tools #Grid System #Prefab Management #Custom Unity Tools #Game Dev Workflow #Unity Customization
The Grid Editor Tool was created to provide an intuitive, time-saving solution for placing and managing prefabs in grid-based games. As a game developer, I often found myself manually snapping objects to a grid, a tedious and error-prone process. This tool aims to solve that problem and streamline level design for projects utilizing Unity's systems.
1. **Defining the Scope**
The first step was to identify the key features the tool needed:
These requirements set the foundation for the tool's functionality.
2. **Building the Editor Window**
The custom Editor Window serves as the selecting grids, prefabs, and optional parent objects. Using Unity's API, I created an interface that:
The goal was to keep the UI clean and self-explanatory, minimizing any learning curve.
3. **Scene Interaction** OnSceneGUI
This was the most challenging part. Handling mouse events in the Scene view required:
Debugging this feature was tricky, as the grid calculations needed to be precise for the tool to feel intuitive.
4. **Prefab Placement and Management**
Prefab management was another core focus. I implemented:
This ensured that users could work on their scenes with confidence and organization.
5. **Visualizing the Grid**
To enhance user experience, I added a grid visualization feature using Unity's gizmo class. This displays the grid's cells as wireframe boxes in the Scene view, helping users see where their prefabs will be placed.
6. **Adding Undo Support**
Undo functionality is critical in editor tools. Using Unity's API, I ensured that every placement and deletion could be undone, allowing easy iteration on level design without the fear of making irreversible mistakes.
If you have feedback or ideas for future features, feel free to share them. Happy level designing!