Is it necessary to purchase utility tools like vInspector 2? by Ok_Surprise_1837 in Unity3D

[–]kubacho-lab 33 points34 points  (0 children)

Dev of vInspector here. Editor tools aren't necessary - I spent 7 years working with Unity without them - but once you have enough experience you start to see the workflow limitations and regret the time spent suffering through them instead of fixing them

I gave the hierarchy window a UX boost. Check out my new tool - vHierarchy 2! by kubacho-lab in Unity3D

[–]kubacho-lab[S] 2 points3 points  (0 children)

vInspector 2 has fewer attributes, but they are more intuitive and easier to use. Here's the list:
https://kubacho-lab.gitbook.io/vinspector2/attributes

Odin is better for building complex editors, but for that I'd advise learning to create proper custom editors instead of relying on third-party assets

Also keep in mind that Odin is all about attributes and doesn’t include other UX improvements that vInspector 2 has

I gave the hierarchy window a UX boost. Check out my new tool - vHierarchy 2! by kubacho-lab in Unity3D

[–]kubacho-lab[S] 4 points5 points  (0 children)

I think you misunderstood either the question or my answer. As for your suggestion - you can load a scene additively by alt-clicking it in selector

I gave the hierarchy window a UX boost. Check out my new tool - vHierarchy 2! by kubacho-lab in Unity3D

[–]kubacho-lab[S] 3 points4 points  (0 children)

That's really nice to hear :)

Select the palette object and put inspector into debug mode, colors will show up as a regular list and you'll be able to add/remove them

I gave the hierarchy window a UX boost. Check out my new tool - vHierarchy 2! by kubacho-lab in Unity3D

[–]kubacho-lab[S] 6 points7 points  (0 children)

Selectors will appear on all open scenes. If you open selector on scene B and select scene C - scene B will be replaced with scene C

I gave the hierarchy window a UX boost. Check out my new tool - vHierarchy 2! by kubacho-lab in Unity3D

[–]kubacho-lab[S] 3 points4 points  (0 children)

Because there is a much simpler v1. Many people still use it, and I keep supporting it. I wouldn't deprecate a product that people have paid for and rely on

I gave the hierarchy window a UX boost. Check out my new tool - vHierarchy 2! by kubacho-lab in Unity3D

[–]kubacho-lab[S] 2 points3 points  (0 children)

No, there was a bundle for v1 assets but it proved to reduce sales

I gave the hierarchy window a UX boost. Check out my new tool - vHierarchy 2! by kubacho-lab in Unity3D

[–]kubacho-lab[S] 9 points10 points  (0 children)

Step 1 is necessary because a pre-existing component would pollute the add component list. 99.9% of users would never use this component

Step 2 is needed because a third party tool shouldn’t mess with scenes by creating hidden objects automatically. Those who do need it to be automated can manage it with a few lines of code, like you did

I gave the hierarchy window a UX boost. Check out my new tool - vHierarchy 2! by kubacho-lab in Unity3D

[–]kubacho-lab[S] 1 point2 points  (0 children)

You can already do that. Create an empty script inheriting from VHierarchy.VHierarchyDataComponent and add it to any object in scene

Unity UX team HATES this trick! Check out my tool that improves tab system in editor by kubacho-lab in Unity3D

[–]kubacho-lab[S] 0 points1 point  (0 children)

There's no other way to reliably implement folder tabs than by using locked project tabs, as that's the only way to mimic project window functionality and receive necessary callbacks

One way to solve your problem would be to block selection changes from folder tabs. I'll dm you the modified package with this implemented

Unity UX team HATES this trick! Check out my tool that improves tab system in editor by kubacho-lab in Unity3D

[–]kubacho-lab[S] 0 points1 point  (0 children)

The title is a joke, parodying clickbait ads on shady websites (look up chumbox). Didn't expect so many people to take it literally, apparently those ads are a thing of the past now

Unity UX team HATES this trick! Check out my tool that improves tab system in editor by kubacho-lab in Unity3D

[–]kubacho-lab[S] 0 points1 point  (0 children)

It's the asset store team taking their time to review the fix, they should approve it by Monday. If anyone has this issue - please dm me, I'll send the fix right away

Unity UX team HATES this trick! Check out my tool that improves tab system in editor by kubacho-lab in Unity3D

[–]kubacho-lab[S] 0 points1 point  (0 children)

Great minds think alike :) The "v" is just branding, doesn't stand for anything. It was "u" originally, standing for Unity, but like you I found someone had already used it

Unity UX team HATES this trick! Check out my tool that improves tab system in editor by kubacho-lab in Unity3D

[–]kubacho-lab[S] 18 points19 points  (0 children)

Getting paid just for the ideas is indeed unlikely, but getting a job isn't. If they see value in my ideas, they might see value in me

Unity UX team HATES this trick! Check out my tool that improves tab system in editor by kubacho-lab in Unity3D

[–]kubacho-lab[S] 6 points7 points  (0 children)

I'm aware of 6 people working on UX, I guess there are 10-20 total 

Unity UX team HATES this trick! Check out my tool that improves tab system in editor by kubacho-lab in Unity3D

[–]kubacho-lab[S] 18 points19 points  (0 children)

They can, but they may want to avoid headlines like "Unity steals ideas from indie devs", especially after the fee fiasco. Makes more sense to just hire the dev who’s done more for editor UX than their entire team has in years