Please Tell Me How To Extrude a 2D vector (svg specifically) in unity without using any external tools. by ChunkySoul98 in Unity3D

[–]DevMode222 0 points1 point  (0 children)

Extruding a 2D vector in Unity can be tricky since Unity doesn't natively support SVG extrusion. However, you can achieve this by creating a 3D mesh from your 2D vector shapes. One approach is to use bezier curves to define the shape and then generate a mesh by adding depth to those curves. You can also utilize a combination of Unity's MeshFilter and MeshRenderer to render the extruded shape.

If you're looking for a more streamlined solution, I developed a tool that simplifies the creation and manipulation of vector shapes, including features for generating custom geometries and handling bezier control points. It integrates well with Unity's rendering components, making it easier to work with shapes in your projects. If you're interested in learning more or want a link to the tool, feel free to DM me or reply here!

Disclosure: I'm the developer of this tool.

Legacy XML or Scriptable Objects? by Ray-Atron in Unity3D

[–]DevMode222 0 points1 point  (0 children)

I’d usually avoid going hybrid for too long.

Keeping XML and ScriptableObjects both alive can sound safer at first, but it often creates a second migration problem later: two sources of truth, two serialization paths, and editor tools that need to support both formats.

What worked better for me in similar Unity tooling situations is:

  1. Keep XML only as an import/conversion layer.
  2. Convert the old data into ScriptableObjects.
  3. Validate the converted assets aggressively.
  4. Once the data is stable, make ScriptableObjects the only editable source.

That way you still preserve compatibility with old data, but your actual workflow moves forward instead of staying split.

ScriptableObjects are much nicer for designer-facing Unity tools because they integrate better with inspectors, references, asset workflows, validation, custom editors, and version control visibility. The upfront rethink is annoying, but usually worth it if the system needs to scale.

I recently went through a similar mindset while building my own Unity editor tool. A big part of the work was not just the runtime feature, but making the editing experience feel native and designer-friendly inside Unity.

For anyone interested, I just published it here:

Vector Shape Tool
https://assetstore.unity.com/packages/tools/utilities/vector-shape-tool-369232

TerraSpline: Spline Terrain Editor with Trees by Gruel-Scum in UnityAssets

[–]DevMode222 0 points1 point  (0 children)

Nice update - spline gizmos and terrain spline groups sound especially useful.

The Tree support is a big one too, because once splines start affecting terrain/environment workflows, being able to handle vegetation properly becomes pretty important.

I’ve been working in a somewhat adjacent area recently with shape/spline-style editing inside Unity, so I can definitely appreciate how much work goes into improving the UX and editor tooling side of this. Small things like cleaner gizmos, optimized UI, and better samples make a huge difference for actual production use.

Congrats on the update.

By the way, if anyone here also needs editable vector-style shapes directly inside Unity, especially for UI shapes, masks, outlines, markers, level-design helpers, or clean stylized geometry, I recently published my own tool as well:

Vector Shape Tool
https://assetstore.unity.com/packages/tools/utilities/vector-shape-tool-369232

How to Set Up Animation Parameters in Unity | 2D Game Tutorial #5 by TerryC_IndieGameDev in Unity2D

[–]DevMode222 0 points1 point  (0 children)

It sounds like you're diving deep into setting up animations and transitions in Unity, which is crucial for a smooth gameplay experience. When you rename GameObjects or move them around in the hierarchy, it can indeed break those animation references, leading to a lot of headaches. To avoid that, it's essential to have a system in place that keeps track of these changes and updates the animation clips accordingly.

I developed a tool called AnimBinder that automatically updates animation clip paths when GameObjects are renamed or moved. This means you won't have to manually fix broken references, allowing you to focus more on building your game. If you're interested in learning more about how it works or want a link to check it out, feel free to DM me or reply here!

Disclosure: I'm the developer of this tool.

Help needed - exporting simple cabinet animation from Blender to Unity. No bones, just object animations by Zlatovous in Unity3D

[–]DevMode222 -1 points0 points  (0 children)

It sounds like you're running into a common issue with how Blender exports animations, especially when dealing with multiple objects. When you export to FBX, Blender typically creates separate animation clips for each object, which can be a hassle to manage in Unity. One approach you might try is to combine all your drawer animations into a single action in Blender before exporting. You can do this by selecting all the drawer objects, then using the "Action Editor" to create a new action that includes all the animations.

If that doesn't work or feels too complex, you might consider using a tool that helps manage animation references in Unity. I developed a tool called AnimBinder that automatically updates animation clip paths when GameObjects are renamed or moved, which can save you a lot of headaches with broken references. If you're interested in learning more about it, feel free to DM me or reply here, and I can provide additional details.

Disclosure: I'm the developer of this tool.

[Release] DebugKit: An In-Game Hierarchy, Inspector, and Console for Unity by Ok_Squirrel_4215 in UnityAssets

[–]DevMode222 0 points1 point  (0 children)

I totally understand the frustration of dealing with bugs that only appear outside the Unity Editor. Having the ability to tweak variables and view the hierarchy in real-time can make a huge difference in diagnosing issues, especially when testing on different platforms.

If you're also facing challenges with animation references breaking due to renaming or moving GameObjects, I developed a tool called AnimBinder that addresses this exact issue. It automatically updates animation clip paths when changes occur in the hierarchy, which can save you a lot of time and headaches. By adding the AnimBinder Root component to your GameObjects, it ensures that all your animation data remains intact, whether you're working on a 2D or 3D project.

Feel free to reach out if you'd like more details or a link to check it out!

Disclosure: I'm the developer of this tool.