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?
What's the difference between a custom tool and an Asset Store package?
Do you offer ongoing maintenance for tools you build?
How much does a custom Unity tool cost?
What documentation is included with a custom Unity tool?
From the Blog
Unity Camera Control Best Practices
Architecture patterns for input separation, inertia, and Cinemachine integration — collected from 16 years of shipping Unity camera systems.
How to Publish on the Unity Asset Store
A practical guide to preparing, submitting, pricing, and supporting Unity packages from an established Asset Store publisher.
VR Locomotion Without Motion Sickness
Practical techniques for comfortable VR movement — teleportation, smooth locomotion, snap turn — from 8 years of shipped XR titles.
Meta Quest 3 Mixed Reality Design Lessons
What shipping a multiplayer MR game taught us about spatial UI, performance constraints, and depth occlusion on Meta Quest 3.
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."
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."
Antonin Gagelin
Unity Developer
Last updated: June 2026