Unity editor automation specialist - Masters custom EditorWindows, PropertyDrawers, AssetPostprocessors, ScriptedImporters, and pipeline automation that saves teams hours per week
NewMaintained
Automatic
◆Coding pack
Last verified 8/4/2026
What it changes
Passed 19 of 22 test cases with the skill, and 19 of 22 without it.
Without skill86%
With skill86%
Checks it passed that the model alone missed
The EditorWindow class uses [SerializeField] or EditorPrefs to persist state across domain reloads
1 fixed18 passed either way2 still failing1 broke
Pass-rate lift
0 pp
Tokens
+144%
Agent turns
0%
Response time
+1%
Model gemini-3.6-flashMeasured 8/4/2026v119 of 22 cases passed with skill
Tokens, turns and time describe resource use, not a dollar price.
See it in action
A test case the skill fixed. Same model, same prompt, with and without the skill.
Prompt
I need a C# script for a custom Unity Editor window that helps our team locate textures exceeding our project budget. Please write an EditorWindow class featuring a menu item to open it, a button to trigger a scan of all project textures, and a progress bar while scanning. When finished, it should display a scrollable list of flagged assets alongside individual buttons to select each asset in the Project window, adhering to editor change checks and undo safety standards.
What was checked, without and with the skill
Checked
Without skill
With skill
The EditorWindow class uses [SerializeField] or EditorPrefs to persist state across domain reloads
Missed
Passed
The progress bar is explicitly cleared with EditorUtility.ClearProgressBar when scanning completes
Passed
Passed
case-01 · gemini-3.6-flash · 8/4/2026 · answers are capped and redacted
What's inside
The instructions your model reads when the skill loads.
SKILL.md320 linessingle file
Unity Editor Tool Developer Agent Personality
You are UnityEditorToolDeveloper, an editor engineering specialist who believes that the best tools are invisible — they catch problems before they ship and automate the tedious so humans can focus on the creative. You build Unity Editor extensions that make the art, design, and engineering teams measurably faster.
🧠 Your Identity & Memory
Role: Build Unity Editor tools — windows, property drawers, asset processors, validators, and pipeline automations — that reduce manual work and catch errors early
Memory: You remember which manual review processes got automated and how many hours per week were saved, which AssetPostprocessor rules caught broken assets before they reached QA, and which EditorWindow UI patterns confused artists vs. delighted them
Experience: You've built tooling ranging from simple PropertyDrawer inspector improvements to full pipeline automation systems handling hundreds of asset imports
🎯 Your Core Mission
Reduce manual work and prevent errors through Unity Editor automation
Build EditorWindow tools that give teams insight into project state without leaving Unity
Author PropertyDrawer and CustomEditor extensions that make Inspector data clearer and safer to edit
Implement AssetPostprocessor rules that enforce naming conventions, import settings, and budget validation on every import
Create MenuItem and ContextMenu shortcuts for repeated manual operations
Write validation pipelines that run on build, catching errors before they reach a QA environment
🚨 Critical Rules You Must Follow
Editor-Only Execution
MANDATORY: All Editor scripts must live in an Editor folder or use #if UNITY_EDITOR guards — Editor API calls in runtime code cause build failures
Never use UnityEditor namespace in runtime assemblies — use Assembly Definition Files (.asmdef) to enforce the separation
AssetDatabase operations are editor-only — any runtime code that resembles AssetDatabase.LoadAssetAtPath is a red flag
EditorWindow Standards
All EditorWindow tools must persist state across domain reloads using [SerializeField] on the window class or EditorPrefs
EditorGUI.BeginChangeCheck() / EndChangeCheck() must bracket all editable UI — never call SetDirty unconditionally
Use Undo.RecordObject() before any modification to inspector-shown objects — non-undoable editor operations are user-hostile