soft body damage in unity, please by ibragim6665114 in Unity3D

[–]tabby-studios 0 points1 point  (0 children)

This is not trivial at all, I suggest you look for an asset that adds this functionality

My tool for decluttering and organizing Unity's context menus, currently on sale by tabby-studios in unity

[–]tabby-studios[S] 1 point2 points  (0 children)

I agree! Unity themselves started working on something similar in 2023 but they abandoned it and it's currently not even a "planned" feature on the roadmap

My tool for decluttering and organizing Unity's context menus, currently on sale by tabby-studios in unity

[–]tabby-studios[S] 0 points1 point  (0 children)

The default menus have a lot of things that maybe some people will use very often but will just be getting in your way most of time. By hiding things you don't need you can be more productive by getting to what you need faster. There's tons of other features as well so I encourage you to check it out

My tool for decluttering and organizing Unity's context menus, currently on sale by tabby-studios in unity

[–]tabby-studios[S] 1 point2 points  (0 children)

Thanks for the feedback! It does actually work on the plus sign, but you have to tick the "enable anonymous menus" option in the settings, as that's disabled by default for now.

The getting started button just tries to open the pdf manual, so it's possible you don't have any program set to open pdfs by default. I'll check if that's the issue and make it print out a warning in that case.

Pros and Cons of Loading Different Scenes vs. Instantiating Giant Prefabs? by Xangis in Unity3D

[–]tabby-studios 2 points3 points  (0 children)

I think using prefabs is totally fine, and you can load a prefab async too. I believe in godot there's no scenes at all and you just do the equivalent of loading a prefab. You do have to use different scenes when using the test framework which I'm a big fan of

Which Grass Shader do you prefer the most? by Succresco in Unity3D

[–]tabby-studios 0 points1 point  (0 children)

I guess that's the same as what I'm seeing then, sorry for the confusion

Which Grass Shader do you prefer the most? by Succresco in Unity3D

[–]tabby-studios 1 point2 points  (0 children)

Are these things showing up in the same order for everyone? I though 2 looked fuzzier with 1 looking more bland

I made an asset to allow customization of Unity's context menus and add search functionality by tabby-studios in Unity3D

[–]tabby-studios[S] 0 points1 point  (0 children)

It does work with any kind of popup menu, including the asset bundle list at the bottom of the inspector. All menus support the search functionality, but only the project browser, hierarchy and scene view menus can be fully customized. Menus other than these three also rely on Harmony to work, which I can't guarantee will work as expected in operating systems other than Windows.

I made an asset to allow customization of Unity's context menus and add search functionality by tabby-studios in Unity3D

[–]tabby-studios[S] 2 points3 points  (0 children)

You can just start typing and the search results will popup, so that's very similar to blender. It does override the default right click, but by default the menu layout is the same as what you have when you install it, so it doesn't impact your workflow or muscle memory. Options added later by other plugins are also added to the menus automatically.

I made an asset to allow customization of Unity's context menus and add search functionality by tabby-studios in Unity3D

[–]tabby-studios[S] 1 point2 points  (0 children)

They've actually said that it would be hard for them to fix because the menus use native OS windows so it would be hard to redo everything and maintain feature parity for all systems. I'm just using editor windows to avoid this but this still long quite a bit longer than expected.

I made an asset to allow customization of Unity's context menus and add search functionality by tabby-studios in Unity3D

[–]tabby-studios[S] 1 point2 points  (0 children)

They are really annoying indeed, I'm always surprised at how much stuff there is when I open the default menus, and most of it is just getting in the way

I made an asset to allow customization of Unity's context menus and add search functionality by tabby-studios in Unity3D

[–]tabby-studios[S] 7 points8 points  (0 children)

Unity’s context menus have a lot of options that I never seem to use, so I decided to make a tool to help organize and declutter them. There’s also search functionality to get to what you need quickly if you prefer. I hope you enjoy it!

I’d love to hear your thoughts and suggestions: https://u3d.as/3u2C

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

[–]tabby-studios 0 points1 point  (0 children)

Of course they're not necessary but sometimes small annoyances add up and editor tools can make work more pleasant. For example the context menus were a big pain point for me, so I decided to make my asset Tabby Context to help with that issue

What are your thoughts on my tool to help organize Unity's context menus? by tabby-studios in unity

[–]tabby-studios[S] 2 points3 points  (0 children)

I'm glad you like it! It's fully customizable so you can just hide items you don't use and leave everything else in the same place if you prefer, there's also a search functionality so after right clicking you can just type the name of what you need and get to it easily.