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unity-editor-tooling

unity-editor-tooling

github.com/josiahsiegel开发5999 次安装19 周前更新
代码仓库

关于 unity-editor-tooling

面向 Unity 开发者的编辑器扩展与工具开发参考,涵盖自定义界面、构建自动化、测试及包开发。内容也涉及版本控制和程序集配置。

主要功能

  1. 01自定义 Inspector 与属性绘制器
  2. 02创建 EditorWindow 工具
  3. 03编写脚本化导入器
  4. 04自动化构建与 CI/CD
  5. 05Unity Test Framework 测试
  6. 06配置程序集与 UPM 包

适用场景

  1. 01为组件定制编辑界面
  2. 02创建独立编辑器工具
  3. 03在 CI 中构建 Unity 项目
  4. 04编写 Edit Mode 和 Play Mode 测试

安装

复制下面的命令,在终端中运行。

$npx skills add https://github.com/josiahsiegel/claude-plugin-marketplace --skill unity-editor-tooling

安装后在 Claude Code 中输入/unity-editor-tooling确认已加载。

详细介绍

Unity 编辑器脚本编写与工具开发

概述

Unity 编辑器扩展、构建自动化、测试、版本控制配置和软件包开发参考。涵盖自定义检查器、编辑器窗口、构建管线脚本、CI/CD 和 Unity Test Framework。

自定义检查器

基础自定义编辑器
#if UNITY_EDITOR
using UnityEditor;
using UnityEngine;

[CustomEditor(typeof(EnemySpawner))]
public class EnemySpawnerEditor : Editor
{
    SerializedProperty spawnPoints;
    SerializedProperty enemyPrefab;
    SerializedProperty spawnInterval;

    void OnEnable()
    {
        spawnPoints = serializedObject.FindProperty("_spawnPoints");
        enemyPrefab = serializedObject.FindProperty("_enemyPrefab");
        spawnInterval = serializedObject.FindProperty("_spawnInterval");
    }

    public override void OnInspectorGUI()
    {
        serializedObject.Update();

        EditorGUILayout.PropertyField(enemyPrefab);
        EditorGUILayout.Slider(spawnInterval, 0.1f, 10f, new GUIContent("Spawn Interval"));

        EditorGUILayout.Space();
        EditorGUILayout.LabelField("Spawn Points", EditorStyles.boldLabel);
        EditorGUILayout.PropertyField(spawnPoints, true);

        if (GUILayout.Button("Add Spawn Point at Origin"))
        {
            spawnPoints.InsertArrayElementAtIndex(spawnPoints.arraySize);
            var newElement = spawnPoints.GetArrayElementAtIndex(spawnPoints.arraySize - 1);
            newElement.vector3Value = Vector3.zero;
        }

        serializedObject.ApplyModifiedProperties();
    }

    void OnSceneGUI()
    {
        var spawner = (EnemySpawner)target;
        // Draw handles in scene view for each spawn point
        for (int i = 0; i < spawner.SpawnPointCount; i++)
        {
            Vector3 point = spawner.GetSpawnPoint(i);
            Vector3 newPoint = Handles.PositionHandle(point, Quaternion.identity);
            if (point != newPoint)
            {
                Undo.RecordObject(spawner, "Move Spawn Point");
                spawner.SetSpawnPoint(i, newPoint);
            }
        }
    }
}
#endif

关键规则:

  • 始终将编辑器代码放在 #if UNITY_EDITOR 中,或放入 Editor/ 文件夹
  • 使用 SerializedProperty 支持撤销/重做和多对象编辑
  • 在修改前调用 serializedObject.Update(),修改后调用 ApplyModifiedProperties()
  • 直接修改前调用 Undo.RecordObject()
PropertyDrawer
[CustomPropertyDrawer(typeof(MinMaxRange))]
public class MinMaxRangeDrawer : PropertyDrawer
{
    public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
    {
        EditorGUI.BeginProperty(position, label, property);
        var min = property.FindPropertyRelative("min");
        var max = property.FindPropertyRelative("max");
        float minVal = min.floatValue;
        float maxVal = max.floatValue;

        position = EditorGUI.PrefixLabel(position, label);
        EditorGUI.MinMaxSlider(position, ref minVal, ref maxVal, 0f, 100f);
        min.floatValue = minVal;
        max.floatValue = maxVal;
        EditorGUI.EndProperty();
    }
}

使用 PropertyDrawer 实现可复用的字段级自定义。使用 CustomEditors 实现组件级自定义。

EditorWindow

public class LevelEditorWindow : EditorWindow
{
    [MenuItem("Tools/Level Editor")]
    static void ShowWindow() => GetWindow<LevelEditorWindow>("Level Editor");

    Vector2 scrollPos;
    string searchFilter = "";

    void OnGUI()
    {
        EditorGUILayout.BeginHorizontal(EditorStyles.toolbar);
        searchFilter = EditorGUILayout.TextField(searchFilter, EditorStyles.toolbarSearchField);
        if (GUILayout.Button("Refresh", EditorStyles.toolbarButton, GUILayout.Width(60)))
            RefreshData();
        EditorGUILayout.EndHorizontal();

        scrollPos = EditorGUILayout.BeginScrollView(scrollPos);
        // Draw content
        EditorGUILayout.EndScrollView();
    }

    void OnSelectionChange() => Repaint(); // React to selection changes
}

使用 EditorWindow 创建独立工具。使用 [MenuItem] 集成到菜单栏。重写 OnSelectionChange、OnHierarchyChange、OnProjectChange,以响应变化并更新。

ScriptedImporter

[ScriptedImporter(1, "leveldata")]
public class LevelDataImporter : ScriptedImporter
{
    public override void OnImportAsset(AssetImportContext ctx)
    {
        string json = File.ReadAllText(ctx.assetPath);
        var levelData = ScriptableObject.CreateInstance<LevelData>();
        JsonUtility.FromJsonOverwrite(json, levelData);
        ctx.AddObjectToAsset("main", levelData);
        ctx.SetMainObject(levelData);
    }
}

注册自定义文件扩展名。源文件更改时,Unity 会自动重新导入。

构建管线

构建脚本
public static class BuildScript
{
    [MenuItem("Build/Build Windows")]
    public static void BuildWindows()
    {
        var options = new BuildPlayerOptions
        {
            scenes = EditorBuildSettings.scenes
                .Where(s => s.enabled)
                .Select(s => s.path).ToArray(),
            locationPathName = "Builds/Windows/Game.exe",
            target = BuildTarget.StandaloneWindows64,
            options = BuildOptions.None
        };

        var report = BuildPipeline.BuildPlayer(options);
        if (report.summary.result != BuildResult.Succeeded)
            throw new Exception($"Build failed: {report.summary.totalErrors} errors");
    }
}
使用 GameCI(GitHub Actions)实现 CI/CD
name: Unity Build
on:
  push:
    branches: [main]

jobs:
  build:
    runs-on: ubuntu-latest
    strategy:
      matrix:
        targetPlatform: [StandaloneWindows64, StandaloneLinux64, WebGL]
    steps:
      - uses: actions/checkout@v4
        with:
          lfs: true

      - uses: game-ci/unity-builder@v4
        env:
          UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
          UNITY_EMAIL: ${{ secrets.UNITY_EMAIL }}
          UNITY_PASSWORD: ${{ secrets.UNITY_PASSWORD }}
        with:
          targetPlatform: ${{ matrix.targetPlatform }}
          buildMethod: BuildScript.Build${{ matrix.targetPlatform }}

      - uses: actions/upload-artifact@v4
        with:
          name: build-${{ matrix.targetPlatform }}
          path: build/${{ matrix.targetPlatform }}

先使用 game-ci/unity-activate 激活 Unity 许可证。如果 CI 运行器容量不足,可改用 Unity Build Automation(Cloud Build)。

程序集定义

Project/
├── Scripts/
│   ├── Core/             Core.asmdef          (no references)
│   ├── Gameplay/          Gameplay.asmdef      (references: Core)
│   ├── UI/                UI.asmdef            (references: Core, Gameplay)
│   ├── Networking/        Networking.asmdef     (references: Core)
│   ├── Editor/            Editor.asmdef        (references: Core; Editor-only platform)
│   └── Tests/
│       ├── EditMode/      Tests.EditMode.asmdef (references: Core; Test assemblies)
│       └── PlayMode/      Tests.PlayMode.asmdef (references: Core, Gameplay)

**优点:**增量编译(仅重新编译有更改的程序集)、强制执行依赖边界、可测试性的必要条件。

规则:

  • 将仅限 Editor 的程序集设置为仅面向 Editor 平台
  • 测试程序集必须引用 UnityEngine.TestRunner 和 UnityEditor.TestRunner
  • 使用 Assembly Definition References 实现跨程序集访问

Unity Test Framework

Edit Mode 测试
[TestFixture]
public class InventoryTests
{
    [Test]
    public void AddItem_IncreasesCount()
    {
        var inventory = new Inventory(maxSlots: 10);
        inventory.Add(new Item("Sword", 1));
        Assert.AreEqual(1, inventory.Count);
    }

    [Test]
    public void AddItem_WhenFull_ReturnsFalse()
    {
        var inventory = new Inventory(maxSlots: 1);
        inventory.Add(new Item("Sword", 1));
        Assert.IsFalse(inventory.Add(new Item("Shield", 1)));
    }
}
Play Mode 测试
[UnityTest]
public IEnumerator Player_TakesDamage_HealthDecreases()
{
    var player = new GameObject().AddComponent<PlayerHealth>();
    player.Initialize(100);
    player.TakeDamage(30);
    yield return null; // Wait one frame
    Assert.AreEqual(70, player.CurrentHealth);
}

通过 Window > General > Test Runner 运行测试。Edit Mode 测试会立即运行。Play Mode 测试会进入播放模式,可用于测试 MonoBehaviour 逻辑、协程和物理效果。

版本控制

Unity .gitignore(必要条目)
/[Ll]ibrary/
/[Tt]emp/
/[Oo]bj/
/[Bb]uild/
/[Bb]uilds/
/[Ll]ogs/
/[Uu]ser[Ss]ettings/
/[Mm]emoryCaptures/
/[Rr]ecordings/
*.csproj
*.sln
*.suo
*.user
*.pidb
*.booproj
*.unityproj
版本控制的项目设置
  1. Edit > Project Settings > Editor > Asset Serialization:Force Text
  2. Edit > Project Settings > Editor > Version Control Mode:Visible Meta Files
  3. 使用 Unity Smart Merge:配置 .gitattributes,添加 *.unity merge=unityyamlmerge
  4. 安装 UnityYAMLMerge(随 Unity 一同提供),并将 git 配置为使用它

自定义软件包(UPM)

com.company.my-package/
├── package.json
├── Runtime/
│   ├── com.company.my-package.asmdef
│   └── MyScript.cs
├── Editor/
│   ├── com.company.my-package.editor.asmdef
│   └── MyEditorScript.cs
├── Tests/
│   ├── Runtime/
│   └── Editor/
├── Documentation~/
├── CHANGELOG.md
└── README.md

通过 manifest.json 安装本地软件包:"com.company.my-package": "file:../../Packages/my-package",或通过 git URL 安装。

其他资源

参考文件
  • references/editor-recipes.md -- 高级编辑器模式:Gizmos、Handles、SceneView 覆盖层、自定义菜单、资源后处理器、构建钩子(IPreprocessBuildWithReport)、序列化回调、Terrain 和 ProBuilder 脚本编写、多场景编辑工作流

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