9.0 KiB
9.0 KiB
Apple Hills Editor Tools – Menu Items Overview
A single-page overview of all editor tools exposed via Unity menu items in Assets/Editor. Outlines what’s available from the toolbar, what each tool does, and when to use it.
Table of Contents
- How to Read This Page
- AppleHills Menu
- Tools Menu
- Bootstrap Menu
- Assets/Create Menu
- Paths & References
How to Read This Page
- Menu Path: the exact path you’ll see in Unity’s top menu. Click it to open/run the tool.
- File: where the tool is implemented (for quick code lookup). All names/paths are shown as inline code.
- What it does: a brief, practical summary.
- Typical use: when to use it.
- Notes: caveats or behavior details.
AppleHills Menu
AppleHills/Card Editor
- File:
Assets/Editor/CardSystem/CardEditorWindow.cs - What it does: Opens the card authoring window for the rarity‑based card system with live UI preview and asset management.
- Typical use: Create/edit
CardDefinitionassets, preview via the in‑editor card UI, manage visuals usingCardVisualConfig. - Notes: Auto‑creates
Assets/Data/Cardson first run and discovers allCardDefinitionassets there. LoadsAssets/Prefabs/UI/Cards/SIngleCardDisplayUI.prefabfor preview.
AppleHills/Settings Editor
- File:
Assets/Editor/Settings/SettingsEditorWindow.cs - What it does: Centralized editor for project settings assets derived from
BaseSettings(e.g.,PlayerFollowerSettings,InteractionSettings,DivingMinigameSettings). - Typical use: Create/edit settings assets under
Assets/Settings/and sync editor-time previews viaSettingsAccess. - Notes: Ensure Addressables keys are correct for runtime:
Settings/<TypeName>.
AppleHills/Developer Settings Editor
- File:
Assets/Editor/Settings/DeveloperSettingsEditorWindow.cs - What it does: Opens the developer-focused settings page (QA/dev toggles, diagnostics). Useful for dev-only configuration.
- Typical use: Adjust developer options that shouldn’t ship to players but are useful during iteration.
AppleHills/Item Prefab Creator
- File:
Assets/Editor/Tools/PrefabCreatorWindow.cs - What it does: Creates new item prefabs quickly and optionally wires data (
PickupItemData,PuzzleStepSO) and components (Interactable,Pickup,ItemSlot,ObjectiveStepBehaviour). - Typical use: Rapidly scaffold interactable items with correct layers and components; auto‑save to chosen
Assets/Prefabs/...andAssets/Data/...paths. - Notes: Uses helper
PrefabEditorUtilityfor folder selection and ScriptableObject creation.
AppleHills/Item Prefab Editor
- File:
Assets/Editor/Tools/ItemPrefabEditor.cs - What it does: Edits selected item prefabs/objects that include
Interactable, toggling betweenPickup/ItemSlot, and addingObjectiveStepBehaviour. Allows in‑place editing/creation of linkedPickupItemDataandPuzzleStepSO. - Typical use: Convert/update existing prefab setup without leaving the inspector flow.
AppleHills/Scene Object Locator
- File:
Assets/Editor/Tools/SceneObjectLocatorWindow.cs - What it does: Scans the current scene and lists
ObjectiveStepBehaviourandPickupobjects with useful metadata (paths, data references). Provides ping shortcuts. - Typical use: Quickly find puzzle steps and items across the scene for debugging and content reviews.
Tools Menu
Tools/Batch Property Randomizer
- File:
Assets/Editor/Tools/BatchRandomizerWindow.cs - What it does: Batch‑randomize selected serialized properties across many objects/components, with child inclusion and path filtering.
- Typical use: Variations pass for sprites, colors, numbers on many selected GameObjects (and their children) at once.
- Notes: Preserves expanded paths in UI; tall window with per‑component grouping.
Tools/Batch Component Adder
- File:
Assets/Editor/Utilities/BatchComponentAdder.cs - What it does: Adds a selected
Componenttype to multiple prefabs/assets in bulk. Includes filtering for scripts/built‑ins and a searchable component list. - Typical use: Ensure a set of prefabs all have the same helper component.
Tools/Component Transfer Tool
- File:
Assets/Editor/Utilities/ComponentTransferWindow.cs - What it does: Copies selected components from one GameObject (source) to another (target) with a checklist UI.
- Typical use: Migrate components during refactors; clone setups between similar objects.
- Notes: Guards against selecting the same source/target.
Tools/Sprite Variant Generator
- File:
Assets/Editor/Tools/PrefabVariantGeneratorWindow.cs - What it does: Generates multiple prefab variants by assigning different sprites to detected
SpriteRenderercomponents within a source prefab. - Typical use: Produce skins/variants en masse for a base prefab; auto‑detects renderers and manages naming/paths.
- Notes: Warns on very large variant counts and can auto‑choose a save folder next to the source prefab.
Tools/Scene Browser
- File:
Assets/Editor/Tools/SceneBrowserWindow.cs - What it does: Lists all scenes under
Assets/Scenesgrouped by folders, with buttons to open/locate and toggle inclusion in Build Settings. - Typical use: Navigate/open scenes quickly; manage Build Settings membership from one place.
Tools/Pool Monitor
- File:
Assets/Editor/Utilities/PoolMonitorWindow.cs - What it does: Displays runtime object pool statistics (single‑prefab and multi‑prefab pools). Supports auto‑refresh.
- Typical use: Inspect pool usage in Play Mode to spot leaks, over‑allocation, or churn.
- Notes: Play Mode only; shows a helpful message otherwise.
Tools/Sprite Collider Generator
- File:
Assets/Editor/Utilities/SpriteColliderGenerator.cs - What it does: Generates polygon colliders for sprites based on their alpha, for one or many selected sprites/assets.
- Typical use: Quickly add colliders to 2D sprites without manual tracing.
Bootstrap Menu
Bootstrap/Editor Initialise (toggle)
- File:
Assets/Editor/Bootstrap/CustomBootEditorUtils.cs - What it does: Toggles edit‑mode bootstrapping. When enabled,
CustomBootinitialises in Edit Mode so you can preview booted systems in the Scene view. - Typical use: Designer/dev preview of booted singletons/services without entering Play Mode.
- Notes: This menu item has a validator (
[MenuItem(EDITOR_INIT_MENU, true)]) to show a checkmark when enabled. Edit‑mode caveats apply: objects are added to the current scene, de‑init occurs on scene save and when entering Play Mode.
Assets/Create Menu
Assets/Create/Dialogue Graph
- File:
Assets/Editor/Dialogue/DialogueGraph.cs - What it does: Creates a new
RuntimeDialogueGraphasset for the dialogue system. - Typical use: Start a new NPC conversation graph; then open it in the dialogue editor.
Paths & References
- Bootstrap
Assets/Editor/Bootstrap/CustomBootEditorUtils.csAssets/Editor/Bootstrap/CustomBootSettingsProvider.cs(Project Settings provider, not a menu item)Assets/Editor/Bootstrap/CustomBootProjectSettings.cs(settings asset class, not a menu item)
- Card System
Assets/Editor/CardSystem/CardEditorWindow.cs
- Dialogue
Assets/Editor/Dialogue/DialogueGraph.cs
- Settings
Assets/Editor/Settings/SettingsEditorWindow.csAssets/Editor/Settings/DeveloperSettingsEditorWindow.cs
- Tools & Utilities
Assets/Editor/Tools/BatchRandomizerWindow.csAssets/Editor/Tools/PrefabCreatorWindow.csAssets/Editor/Tools/ItemPrefabEditor.csAssets/Editor/Tools/PrefabVariantGeneratorWindow.csAssets/Editor/Tools/SceneBrowserWindow.csAssets/Editor/Tools/SceneObjectLocatorWindow.csAssets/Editor/Utilities/BatchComponentAdder.csAssets/Editor/Utilities/ComponentTransferWindow.csAssets/Editor/Utilities/PoolMonitorWindow.csAssets/Editor/Utilities/SpriteColliderGenerator.cs
If you add a new tool with [MenuItem("...")], please also add it to this page to keep the overview current.