Tired of repeating the same Inspector tasks, I asked a friend to build this Unity editor tool. Looking for feedback—would this be useful in your workflow?

Tired of repeating the same Inspector tasks, I asked a friend to build this Unity editor tool. Looking for feedback—would this be useful in your workflow?

Quick Highlights (View Documentation)

  • Copy & paste component/values between any GameObjects or scenes
  • Copy all components from a GameObject in one click
  • Save component values before exiting Play Mode
  • Browser-style Back / Forward Inspector navigation with full history
  • Pop out any component into a floating, resizable window (T key)
  • 10+ keyboard shortcuts for remove, move, duplicate, reset & more
  • Side-by-side dual Inspector with diff highlighting and one-click sync
  • All features individually toggleable — use only what you need
  • Zero runtime overhead — 100% stripped from builds
  • Full Undo / Redo support on every action

You can find the Smart Inspector Pro asset here.

youtu.be
u/anony-mous-47 — 10 days ago

Tired of repeating the same Inspector tasks, I asked a friend to build this Unity editor tool. Looking for feedback—would this be useful in your workflow?

Quick Highlights (View Documentation)

  • Copy & paste component/values between any GameObjects or scenes
  • Copy all components from a GameObject in one click
  • Save component values before exiting Play Mode
  • Browser-style Back / Forward Inspector navigation with full history
  • Pop out any component into a floating, resizable window (T key)
  • 10+ keyboard shortcuts for remove, move, duplicate, reset & more
  • Side-by-side dual Inspector with diff highlighting and one-click sync
  • All features individually toggleable — use only what you need
  • Zero runtime overhead — 100% stripped from builds
  • Full Undo / Redo support on every action
youtu.be
u/anony-mous-47 — 11 days ago
▲ 10 r/unity+1 crossposts

My friend built a Unity tool to fix some of the biggest Inspector workflow gripes. He's looking for honest feedback (and has a few review copies for serious devs).

Hey everyone,

A good buddy of mine just finished working on an editor extension called Smart Inspector Pro. He’s a bit introverted when it comes to sharing his work, but after using it in my own project for a few days, I told him I had to post it here because it solves so many minor, daily friction points that drive me crazy about the default Unity Inspector.

He designed it specifically to speed up the workflow for devs who spend hours a day tweaking values, debugging, and jumping between objects.

What it actually does:

Instead of rewriting the wheel, it basically supercharges the existing Inspector with workflows that feel like they should have been native:

  • Quick Save (Play Mode Persistence): You can tweak and experiment with component values freely while in Play Mode, and it automatically restores/saves those changes when you drop back into Editor Mode.
  • Dual Inspector (Side-by-Side Compare): A dedicated, resizable layout that lets you compare and sync components between two GameObjects or Prefabs, complete with diff highlighting.
  • Browser-Style History: It adds Back (◄) and Forward (►) navigation to the Inspector so you can jump between previously inspected objects without digging through the Hierarchy again.
  • Component Pop-Out: You can press the T key on any component to pop it into its own floating, resizable window (huge for multitasking or monitoring specific values during playtests).
  • Deep Copy/Paste: One-click copying of all non-Transform components from an object, or copy/pasting serialized values between entirely different GameObjects, scenes, or prefabs.
  • Quality-of-Life Shortcuts: About 10+ context-aware hotkeys for reordering, duplicating, resetting, or toggling components instantly.

The Technical Stuff (For the skeptics)

Since I know we all hate asset bloating, I checked how he built it. Every single script is wrapped in #if UNITY_EDITOR, meaning it has zero runtime overhead and is 100% stripped automatically during compilation. It plugs directly into Unity’s serialized property system, so standard Undo/Redo works perfectly, and the clipboard data even survives domain reloads.

The Deal (Regarding Sub Rules)

I know the community rules here are strict about storefront spam and paid assets. This is a premium tool on the Asset Store, but right now, my friend is honestly way more invested in getting brutal, constructive feedback from real developers than making a quick buck.

Because we want to respect the sub and keep things collaborative, he isn't here to do a massive promotional giveaway. However, he does have up to 5 free voucher keys left for serious developers who are actively working on a project right now and are willing to provide detailed, honest feedback or feature ideas.

To keep things organized and avoid code-scraping bots, please don't just ask in the comments. Instead, shoot a quick email directly to his store support mail. Mention a little bit about what project you're building right now so he knows you're a real dev, and if you're among the first 5 honest reviewers to reach out, he'll hook you up with a free copy.

u/anony-mous-47 — 8 days ago

I made a Unity editor tool because I was tired of constantly repeating the same Inspector tasks every day :).

I made Smart Inspector Pro to make working in the Unity Inspector faster and less frustrating. Instead of manually copying values, searching for previously selected objects, or losing changes after Play Mode, the tool adds a collection of workflow improvements directly to the Inspector.

It includes things like component copy/paste, Copy All Components, Inspector History (Back/Forward navigation), Play Mode value persistence, component pop-out windows, keyboard shortcuts, and a side-by-side Dual Inspector for comparing and syncing objects.

I'm also interested in feedback. If there are any Inspector features you've always wished Unity had built in, I'd love to hear your ideas and suggestions.

If you're interested in the asset, you can find it here:
Asset Store link in comments / Click Here

Thanks for reading and have a nice day :).

If you're interested in some technical aspects that can be useful in your own editor tools (without buying the asset), one challenge I focused on was making data transfer between components reliable and safe.

Rather than copying values manually through reflection, Smart Inspector Pro uses Unity's serialized property system. This helps maintain compatibility with custom inspectors, nested serialized data, Undo/Redo operations, and prefab workflows while keeping behavior consistent with Unity's own editor.

Another important design goal was ensuring zero runtime impact. Every script is wrapped in #if UNITY_EDITOR, so nothing from the asset is included in builds. The entire tool exists only inside the Unity Editor and is automatically stripped during compilation.

I also spent a lot of time integrating with Unity's Undo system so actions like component duplication, value pasting, reordering, and synchronization can be reverted safely, making experimentation much less risky.

u/anony-mous-47 — 20 days ago
▲ 1 r/Unity2D+1 crossposts

I made a Unity editor tool because I was tired of constantly repeating the same Inspector tasks every day :).

I made Smart Inspector Pro to make working in the Unity Inspector faster and less frustrating. Instead of manually copying values, searching for previously selected objects, or losing changes after Play Mode, the tool adds a collection of workflow improvements directly to the Inspector.

It includes things like component copy/paste, Copy All Components, Inspector History (Back/Forward navigation), Play Mode value persistence, component pop-out windows, keyboard shortcuts, and a side-by-side Dual Inspector for comparing and syncing objects.

I'm also interested in feedback. If there are any Inspector features you've always wished Unity had built in, I'd love to hear your ideas and suggestions.

If you're interested in the asset, you can find it here:
Asset Store link in comments / Click Here

Thanks for reading and have a nice day :).

If you're interested in some technical aspects that can be useful in your own editor tools (without buying the asset), one challenge I focused on was making data transfer between components reliable and safe.

Rather than copying values manually through reflection, Smart Inspector Pro uses Unity's serialized property system. This helps maintain compatibility with custom inspectors, nested serialized data, Undo/Redo operations, and prefab workflows while keeping behavior consistent with Unity's own editor.

Another important design goal was ensuring zero runtime impact. Every script is wrapped in #if UNITY_EDITOR, so nothing from the asset is included in builds. The entire tool exists only inside the Unity Editor and is automatically stripped during compilation.

I also spent a lot of time integrating with Unity's Undo system so actions like component duplication, value pasting, reordering, and synchronization can be reverted safely, making experimentation much less risky.

u/anony-mous-47 — 20 days ago

I made a Unity UI tool because I was tired of creating and managing sprites for simple UI shapes every time :)

For a long time, whenever I needed buttons, panels, badges, icons, or other UI elements in Unity, I'd end up creating multiple sprites, exporting assets, managing atlases, and dealing with scaling issues across different resolutions.

So I built Procedural UIX.

If you're interested in the asset, you can find it here:
Asset Store link in comments/ click here

As an experiment, I tried replacing them with procedural shapes generated entirely in the UI shader. The biggest challenge was getting crisp anti-aliased edges while keeping everything resolution-independent and working across Built-in, URP, and HDRP.

After a lot of tweaking, I ended up building a system that can render circles, rectangles, polygons, hearts, gradients, borders, outlines, and radial fills without requiring sprite assets.

One thing I didn't expect was how much easier it became to iterate on UI designs when I could adjust shape parameters directly in the Inspector instead of editing textures externally.

Has anyone else tried building sprite-free UI in Unity? I'd be interested to hear what approaches you've used and any limitations you've run into.

u/anony-mous-47 — 21 days ago
▲ 7 r/UnityAssets+2 crossposts

I made a Unity editor tool because I was tired of constantly repeating the same Inspector tasks every day :).

I made Smart Inspector Pro to make working in the Unity Inspector faster and less frustrating. Instead of manually copying values, searching for previously selected objects, or losing changes after Play Mode, the tool adds a collection of workflow improvements directly to the Inspector.

It includes things like component copy/paste, Copy All Components, Inspector History (Back/Forward navigation), Play Mode value persistence, component pop-out windows, keyboard shortcuts, and a side-by-side Dual Inspector for comparing and syncing objects.

I'm also interested in feedback. If there are any Inspector features you've always wished Unity had built in, I'd love to hear your ideas and suggestions.

If you're interested in the asset, you can find it here:
Asset Store link in comments.

Thanks for reading and have a nice day :).

If you're interested in some technical aspects that can be useful in your own editor tools (without buying the asset), one challenge I focused on was making data transfer between components reliable and safe.

Rather than copying values manually through reflection, Smart Inspector Pro uses Unity's serialized property system. This helps maintain compatibility with custom inspectors, nested serialized data, Undo/Redo operations, and prefab workflows while keeping behavior consistent with Unity's own editor.

Another important design goal was ensuring zero runtime impact. Every script is wrapped in #if UNITY_EDITOR, so nothing from the asset is included in builds. The entire tool exists only inside the Unity Editor and is automatically stripped during compilation.

I also spent a lot of time integrating with Unity's Undo system so actions like component duplication, value pasting, reordering, and synchronization can be reverted safely, making experimentation much less risky.

u/anony-mous-47 — 22 days ago
▲ 69 r/UnityAssets+2 crossposts

Procedural UIX: A sprite-free UI shape generator with precise control and gradients

Hey everyone,

Like many of you, I got completely tired of managing massive sprite atlases just to get clean rounded corners, simple gradients, or basic geometric shapes in Unity. Dealing with pixelation when scaling UI is a massive pain, so I spent the last few months building Procedural UIX.

It’s currently live on the Asset Store for $14.99 (introductory price, may increase later).

🚀 What is Procedural UIX?

It is a lightweight, flexible UI solution for creating fully procedural, resolution-independent shapes directly inside Unity’s UI system. You can design modern UI elements without relying on sprite atlases, keeping sharp visuals, smooth edges, and excellent performance across all platforms.

Whether you’re building buttons, panels, icons, or decorative UI elements, it gives you precise control over shape appearance, borders, gradients, and effects—all in real time.

✨ Key Features:

  • 10 Procedural Shape Modes: Circle, Triangle, Rectangle, Pentagon, Hexagon, Heptagon, Octagon, Decagon, Dodecagon, and Heart.
  • Precision Control: Independent corner radius control, adjustable border width, and arbitrary thickness for strokes/outlines.
  • Perfect Anti-Aliasing: Crisp, smooth edges with zero extra performance cost.
  • Styling & Effects: Edge falloff for smooth anti-aliasing, soft shadows, or glow effects. Supports UI masking.
  • Colors & Gradients: Solid colors, plus Linear, Radial, and Corner gradients.
  • Sprite Overlays: Overlay sprites or textures on top of procedural shapes and combine them with gradients.
  • Fill Modes: Horizontal, Vertical, and Radial fill support.
  • SRP Ready: Out-of-the-box support for Built-in, URP, and HDRP.

📦 Technical Details:

  • Fully procedural rendering (no sprites required).
  • Resolution-independent (scales infinitely without pixelation).
  • Lightweight and highly optimized.

I'd love for you to check it out! Thanks so much for your time, and I look forward to hearing your honest feedback and seeing what you build with it!

[Asset Link]

u/anony-mous-47 — 6 days ago