Publisher | Voltrig |
---|---|
File size | 1.35MB |
Number of files | 231 |
Latest version | 1.3.1 |
Latest release date | 2020-01-29 09:46:11 |
First release date | 2019-07-23 06:35:08 |
Supported Unity versions | 2018.4.2 or higher |
VoltGizmos boosts editor's built-in gizmo, scene view and
game view functionalities, improving your workflow, productivity and debug sessions.
But why?
Gizmos can provide us with lots of information about
the objects on our scenes, but the default gizmos
workflow is clunky and requires lots of clicking.
Extending our scripts with custom gizmos makes
debugging and configuration easier, but slows down
the editor if we have the script attached to too
many gameobjects, what requires us to either toggle
it in the gizmos window, make a custom condition
that enables / disables the gizmo drawing, or not
use gizmos all together.
While in play-mode gizmos can quickly help with
finding a problem, but it is tiresome to change
their configuration on the go, especially if we
are interested in debugging only one kind of a
script, making us having to deselect all other
gizmos from showing up, and it just gets worse
the more scripts we have.
Solution
-Support for saving and loading of the state of the gizmos, icons, scene camera and editor layouts.
-For windows fans: Dedicated window for toggling saved gizmo contexts with one click.
-For shortcuts fans: Dedicated shortcuts for toggling up to 10 saved gizmo contexts.
-Pre-configured gizmo contexts for built-in types.
-Plug and play plugin, that doesn't require a degree in computer science and 10 years of experience to set up and use.
-Drag and drop support for the dedicated window gizmo contexts. Use 10 at the time, store as many as you need.
-Play-mode support that allows you to configure separate from editor's shortcuts for when you play the game.
-Normal and minimal style, both configurable.
-For initiated: Uses asmdef files and is optimized to not eat up the editor performance. Uses lazy initialization.
-Scripting API.
-Over 150 gizmo icons included.
-Source included.
Supported versions
2019.x+ - full edition - with all functionalities.
2018.x - legacy edition - some functionalities missing.
In all versions scripting runtime version needs to be set to .Net 4.x Equivalent.
Community
Support thread
WIP thread
Discord
game view functionalities, improving your workflow, productivity and debug sessions.
But why?
Gizmos can provide us with lots of information about
the objects on our scenes, but the default gizmos
workflow is clunky and requires lots of clicking.
Extending our scripts with custom gizmos makes
debugging and configuration easier, but slows down
the editor if we have the script attached to too
many gameobjects, what requires us to either toggle
it in the gizmos window, make a custom condition
that enables / disables the gizmo drawing, or not
use gizmos all together.
While in play-mode gizmos can quickly help with
finding a problem, but it is tiresome to change
their configuration on the go, especially if we
are interested in debugging only one kind of a
script, making us having to deselect all other
gizmos from showing up, and it just gets worse
the more scripts we have.
Solution
-Support for saving and loading of the state of the gizmos, icons, scene camera and editor layouts.
-For windows fans: Dedicated window for toggling saved gizmo contexts with one click.
-For shortcuts fans: Dedicated shortcuts for toggling up to 10 saved gizmo contexts.
-Pre-configured gizmo contexts for built-in types.
-Plug and play plugin, that doesn't require a degree in computer science and 10 years of experience to set up and use.
-Drag and drop support for the dedicated window gizmo contexts. Use 10 at the time, store as many as you need.
-Play-mode support that allows you to configure separate from editor's shortcuts for when you play the game.
-Normal and minimal style, both configurable.
-For initiated: Uses asmdef files and is optimized to not eat up the editor performance. Uses lazy initialization.
-Scripting API.
-Over 150 gizmo icons included.
-Source included.
Supported versions
2019.x+ - full edition - with all functionalities.
2018.x - legacy edition - some functionalities missing.
In all versions scripting runtime version needs to be set to .Net 4.x Equivalent.
Community
Support thread
WIP thread
Discord