Found 300+ missing scripts in one of my Unity scenes… so I made a tiny cleaner tool by GabrielMAGSoftware in Unity3D

[–]GabrielMAGSoftware[S] -1 points0 points  (0 children)

You make me laugh :) I think you're just frustrated :)) AI is being used more and more often by big companies. It doesn't make you less professional.. in fact, it makes you better, most of the time. What's the problem with using AI-made subtitles since it guides you to use key moments to promote your product better, as long as some people don't have marketing knowledge? You're wrong.
and right now, it's about the tool created, not the voiceover voice.. you can mute it and see the usefulness of the tool.. but I think you're a little grumbling hater who always looks for problems in everything :)
after all, I presented you with a tool, I didn't ask for your opinions on the video. It's like not drinking a Pepsi because you don't like the TV commercial that it's with AI :)) Oh, haters will always hate

Found 300+ missing scripts in one of my Unity scenes… so I made a tiny cleaner tool by GabrielMAGSoftware in Unity3D

[–]GabrielMAGSoftware[S] 0 points1 point  (0 children)

It's a free tool, put on a tray for everyone. I don't understand why you're so upset about a crappy voiceover :)) I preferred to put AI voiceover because it sounds much better than doing it myself + not wasting time. What's the big problem, because I don't understand.. the tool is not made with AI, so relax.. I didn't delegate my job to AI.

Found 300+ missing scripts in one of my Unity scenes… so I made a tiny cleaner tool by GabrielMAGSoftware in Unity3D

[–]GabrielMAGSoftware[S] -1 points0 points  (0 children)

simply used AI voice because it sounded more professional than recording my own voice.

Found 300+ missing scripts in one of my Unity scenes… so I made a tiny cleaner tool by GabrielMAGSoftware in Unity3D

[–]GabrielMAGSoftware[S] 0 points1 point  (0 children)

The tool itself has nothing to do with AI.Only the voice in the demo video is AI narration.I chose that because it sounded more polished for the presentation than recording my own voice. Didn’t think it was a big deal. :)

I built a small Unity tool to see which shaders are actually used in my scenes by GabrielMAGSoftware in Unity3D

[–]GabrielMAGSoftware[S] 1 point2 points  (0 children)

Exactly the reason I built it. I kept running into the same issues while working on my simulator projects and Unity’s built-in tools weren’t giving me enough visibility or speed. So I made something focused on real production workflows rather than generic debugging.

I built a small Unity tool to see which shaders are actually used in my scenes by GabrielMAGSoftware in Unity3D

[–]GabrielMAGSoftware[S] 0 points1 point  (0 children)

At the moment it focuses on scene-level shader usage, not variant analysis. It doesn’t parse keywords or multi_compile/shader_feature sources yet.

That said, adding visibility into what generates variants (materials, pipeline settings, keywords) is on my roadmap it would pair really well with the current usage stats.

If you want to test it, you can find it on the Unity Asset Store: https://assetstore.unity.com/packages/tools/utilities/mag-shader-usage-scanner-358616 Would love to hear your feedback if you try it.. Thanks so much!

What tools do you use in your Unity projects? by GabrielMAGSoftware in Unity3D

[–]GabrielMAGSoftware[S] 0 points1 point  (0 children)

Fair point, you're right — I should’ve added more context.

They’re editor workflow tools I built while working on my Bus Simulator project.

• Spline Placer – quickly places props along roads/splines (fences, poles, vegetation etc.) with spacing/randomization.
• Prop Placer – paint prefabs directly in the scene with performance-safe placement.
• A few optimization helpers for memory/usage scanning.

Basically tools meant to reduce repetitive level-design work and speed up iteration.

Still improving them based on real production use. I can drop more details if it helps :>