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Tools

Last updated 5 months ago

Just as much as I like making games, I love to make tools.

Support

Discord

If you use Discord, come have a chat about my assets! You can join using .

Unity Asset Store

If you have downloaded or purchased on the Unity’s Asset Store and you need assistance with it, feel free to contact me via email at . I’ll reply as quick as I can.

Github

If you are using one of my tools from my and have found a problem or you have a suggestion, I would appreciate if you shared it using the Issue section of the repository itself.

Design principles

When I structure a framework or code library, I try to follow one guiding principle:

I believe it is (almost) impossible to make a generic tool that covers every need its users might have, without making it very complex to use.

(you have certainly seen plenty of software that sooner or later reached this point)

If you imagine ease-of-use and quantity-of-features as the two extremes on a scale, personally I prefer to stop roughly 70% of the way: provide a solid framework to start with, but not make it bloated with features, in order to keep it usable but most importantly, understandable.

I believe that providing a tool that can be easily understood and customised lends serves people better than one that tries to do all the things, but is inflexible.

For this reason my tools usually don’t look like an omni-comprehensive solution that weights 100MB and costs 120€. They aim to be small, easy to pick up and – if you were to need more from them – easy to extend.

I have confidence that this way they can become the perfect tool in the hands of a capable programmer, rather than me trying to guess every possible use and make them too big.

While I love suggestions, I hope you'll understand if maybe a certain feature that you think it would really, really benefit your project, ultimately does not fit the roadmap

🙏
this Discord link
one of my tools
buoybase@gmail.com
Github repositories
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All my editor tools in one go

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A ShaderGraph shader in the look of Zelda BotW

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Improved Prefab workflows

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Workflows to make sub-assets nice and easy to use

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ScriptableObjects as cross-scene communication

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Change Unity's appearance based on the current task

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Codecks tasks directly within Unity scenes

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Put notes directly in the 3D space