Production-quality Unity plugins and editor tools — built by a developer who has shipped, maintained, and supported over ten Asset Store products.
Every game team eventually hits a point where off-the-shelf tools don't fit their workflow. Maybe your level designers need a custom level editor that matches your data schema. Maybe your artists need a batch texture optimisation tool. Maybe your QA team needs a replay and debug system that integrates with your specific logging infrastructure. That's where custom Unity tooling becomes one of the highest-ROI investments a studio can make.
I build Unity Editor windows, custom inspectors, ScriptableObject-based data pipelines, build automation tools, and runtime debug overlays. My tools are built to Unity's editor UI/UX conventions (using UI Toolkit where appropriate), documented, and handed over with usage guides so your team can maintain them independently.
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.
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. I've been on both sides — as a publisher with a catalogue of successful assets and as a customer who has evaluated hundreds of packages.
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 sample projects, creating the Asset Store listing with optimised screenshots and a promotional video, and setting up a support channel.
Alternatively, if you need a custom Unity plugin built specifically for Asset Store distribution — a vertical that I know well — I can take it from concept to live listing.
Sometimes the challenge isn't building a new tool but integrating an existing one, or migrating away from a deprecated package. Unity's ecosystem has a history of plugins being abandoned, going paid, or becoming incompatible with new Unity versions. I've helped studios migrate away from deprecated camera controllers, UI frameworks, and input systems with minimal disruption to their production schedule.
I offer plugin integration audits: a review of your project's third-party dependency tree, identifying risks (abandoned packages, license incompatibilities, performance bottlenecks introduced by third-party code) and recommending a migration path. This is particularly valuable before a major engine upgrade or console port where dependency compatibility becomes critical.
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 (for content creation and configuration) and a runtime component (for in-game use). 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 and pipeline — you own the source code, it's not intended for resale. 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. I can build either, and the pricing reflects the difference in scope.
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 since maintenance work is more predictable and lower-intensity.
Last updated: March 2026