Unity Asset Store Plugins & Custom Unity Tools

Production-quality Unity plugins and editor tools — built by a developer who has shipped, maintained, and supported over ten Asset Store products.

Custom Unity Tools for Your Pipeline

Every game team eventually hits a point where off-the-shelf tools don't fit their workflow. I build Unity Editor windows, custom inspectors, ScriptableObject-based data pipelines, build automation tools, and runtime debug overlays.

Common tool categories I've delivered: level editors, asset import processors, localisation management systems, screenshot and trailer capture tools, procedural content generators, and custom shader graph nodes.

Asset Store Package Development

I have a deep understanding of what makes an Asset Store package succeed: not just the technical quality of the runtime code, but the demo scenes, the documentation, the inspector UX, the API design, and the support experience.

If your studio has built an internal tool that would be valuable to the broader Unity community, I can help you prepare it for commercial release: refactoring for public API quality, writing comprehensive documentation, building demo scenes, and setting up a support channel.

Plugin Integration and Migration

Sometimes the challenge isn't building a new tool but integrating an existing one, or migrating away from a deprecated package. I offer plugin integration audits: a review of your project's third-party dependency tree, identifying risks and recommending a migration path.

I'm also familiar with the most common Asset Store plugins — Odin Inspector, DOTween, Addressables, TextMesh Pro, Cinemachine, Shader Graph — and can help your team get the most out of tools you've already purchased.

Frequently Asked Questions

Can you build tools that work in both the Unity Editor and at runtime?
Yes. Many of the most useful tools have both an Editor mode and a runtime component. I structure these with separate Assembly Definitions so editor-only code is never included in builds.
What's the difference between a custom tool and an Asset Store package?
A custom tool is built specifically for your project — you own the source code. An Asset Store package is built to a higher bar of generality and robustness, documented for public consumption, and submitted through Unity's review process.
Do you offer ongoing maintenance for tools you build?
Yes, I offer maintenance retainers covering Unity version compatibility updates, bug fixes, and minor feature additions. The rate is significantly lower than project development rates.
How much does a custom Unity tool cost?
Custom Unity tools are scoped and priced as fixed deliverables after a brief discovery call. Simple editor windows start around $500–$1,500. Complex tools with runtime components, Inspector UI, and documentation typically range from $2,000–$8,000. I provide a detailed quote after understanding your pipeline requirements.
What documentation is included with a custom Unity tool?
Every tool I deliver includes XML documentation on all public API members, a quick-start guide (5 minutes to a working integration), a reference section covering all public classes and methods, and a troubleshooting FAQ. Documentation is written for developers — clear, precise, and code-forward.

From the Blog

What Clients Say

"With a clear and comprehensive vision of projects, Anthony is an outstanding programmer who will undoubtedly exceed your expectations. I had the chance to work with him on several assignments and he never ceased to impress me."

FL

Felix LeBlanc

Partner & Admin Director at BIP Recherche

"Anthony is an excellent developer — he is fast, high-performing, and has great interpersonal skills. I really enjoyed working with him."

AG

Antonin Gagelin

Unity Developer

Last updated: June 2026

Ready to get started?

Let's discuss your project and how I can help.

Talk About Your Tooling Needs