Unity Asset Store Plugins & Custom Unity Tools

Production-quality Unity plugins and editor tools, built by a developer who has shipped, maintained, and supported 16+ commercial Asset Store plugins. Whether it's an internal tool nobody outside your team will ever see or a polished package headed for public release, the difference between the two is something I design for from day one, not bolt on afterward.

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.

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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.

Relevant Past Work: My Own Asset Store Catalogue

I publish and maintain 16+ commercial Unity plugins on the Asset Store, so the tools I build for clients follow the same standards I apply to my own products. A few examples from the catalogue:

  • Touch Camera PRO: a mobile, desktop, and console camera controller with perspective switching.
  • Level Designer: a real-time level editor that runs inside your game or app.
  • Tutorial Engine: a system for creating step-by-step tutorials and displaying them whenever your game needs them.
  • Home Designer Suite: tools to design, furnish, and light interior spaces directly inside the Unity Editor.

Some packages are complete projects rather than tools: RE-PAIR, a physics-based multiplayer party game built in Unity, is also available as a full Unity project.

How an Engagement Works

Tool projects follow the same process as my other engagements, adapted for pipeline work.

  • Discovery call (30 minutes, free): you walk me through the workflow that slows your team down today, who will use the tool (programmers, designers, or artists), and which Unity version and render pipeline you are on.
  • Written proposal within 48 hours: the tool's scope, deliverables, milestones, and timeline. For a package headed to the Asset Store, this includes documentation and demo scenes.
  • Milestones with weekly builds: each week you get a working version to try inside your real project, because a tool only proves itself in the hands of the people who use it every day.
  • Handover: source code, documentation, and a walkthrough for your team. Fixed-price projects include a post-delivery support period for bug fixes and questions.

What You Get

  • Source code you own, organised with Assembly Definitions so editor-only code never ends up in your builds.
  • Inspector and editor UX designed around the people who will use the tool, with sensible defaults and clear validation messages.
  • Documentation: a quick-start guide, a reference for every public class and method, and a troubleshooting section.
  • Demo scenes that show each feature on its own.
  • Compatibility notes listing the Unity versions and render pipelines the tool has been tested with.

Typical Scope and Pricing

Tool work uses the same published rates as my other services, detailed on the hire page:

  • Fixed-scope projects start from $5,000 and suit a clearly defined tool, or an internal tool being prepared for public release.
  • Time and materials at $500 to $1,500 per day suits smaller utilities, plugin integration, and dependency audits, where the work takes days rather than weeks.
  • Monthly retainers cover Unity version updates, bug fixes, and small feature additions after delivery.

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 monthly maintenance retainers covering Unity version compatibility updates, bug fixes, and minor feature additions, so the tool keeps working as your project and Unity itself move forward.
How much does a custom Unity tool cost?
Fixed-scope tool projects start from $5,000, which suits a clearly defined tool with editor UI and documentation. Smaller utilities and integration work are usually billed as time and materials at $500 to $1,500 per day. After a free discovery call, I send a written proposal within 48 hours. Full rates are on the hire page.
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: November 2026

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