uw-unity-editor-tools-d1eba0 — independently scanned and version-tracked by SaferSkills.
SaferSkills independently audited uw-unity-editor-tools-d1eba0 (Agent Skill) and scored it 100/100 (green). The audit ran 55 deterministic rules across Security, Supply Chain, Maintenance, Transparency, and Community; it found 0 high-severity and 0 lower-severity findings. The full rule-by-rule trace and per-finding evidence are below. Free, methodology-open.
Findings & checks · 0 flagged
Every scanned point with the score it earned and what moved between them.
First recorded scan — no prior version to compare against.
The primary manifest — the file an agent reads to learn what this artifact does.
Generate editor tooling that follows Unity best practices.
docs/ProjectConfig.yaml for:unity_version — UI Toolkit editor UI requires 2022.2+ (all Unity 6+ projects qualify).ui_system — if "UIToolkit" or "Mixed", prefer UI Toolkit for editor UIs too (consistent approach).mcp.unity_mcp — if true, call refresh_unity after creating files.Editor/ asmdef — if not, create one. The Editor asmdef must reference the Runtime asmdef and have Editor as its only Include Platform.docs/NAMING_CONVENTIONS.md for editor script naming.// ALWAYS: Use SerializedProperty for inspector fields
SerializedProperty _healthProp;
void OnEnable() => _healthProp = serializedObject.FindProperty("_health");
// NEVER: Direct field access (breaks multi-edit, prefabs, undo)
((MyComponent)target)._health = EditorGUILayout.FloatField(((MyComponent)target)._health);// ALWAYS: Record undo before modifications
Undo.RecordObject(target, "Changed patrol point");
myComponent.patrolPoints[i] = newPos;
// NEVER: Modify without undo
myComponent.patrolPoints[i] = newPos;// ALWAYS: Mark dirty after changes in tools
EditorUtility.SetDirty(target);
// ALWAYS: Apply modified properties in inspectors
serializedObject.ApplyModifiedProperties();| Need | Tool | Reference |
|---|---|---|
| Custom component UI in Inspector | Custom Inspector | references/custom-inspector.md |
Reusable field decoration ([MinMax], [ReadOnly]) | PropertyDrawer | references/property-drawer.md |
| Standalone tool panel | EditorWindow | references/editor-window.md |
| Always-on spatial visualization | OnDrawGizmos / OnDrawGizmosSelected | Inline below |
| Interactive scene handles (draggable) | Handles API | Inline below |
// In a MonoBehaviour — no Editor assembly needed
private void OnDrawGizmosSelected()
{
Gizmos.color = new Color(0f, 1f, 0f, 0.3f);
Gizmos.DrawWireSphere(transform.position, _radius);
}// In an Editor script — requires Editor assembly
[CustomEditor(typeof(PatrolPath))]
public class PatrolPathEditor : Editor
{
private void OnSceneGUI()
{
var path = (PatrolPath)target;
for (int i = 0; i < path.Points.Count; i++)
{
EditorGUI.BeginChangeCheck();
Vector3 newPos = Handles.PositionHandle(path.Points[i], Quaternion.identity);
if (EditorGUI.EndChangeCheck())
{
Undo.RecordObject(path, "Move patrol point");
path.Points[i] = newPos;
EditorUtility.SetDirty(path);
}
}
}
}Assets/_Project/Features/{Feature}/
├── Runtime/
│ ├── {Feature}.asmdef <- Runtime assembly
│ └── MyComponent.cs
└── Editor/
├── {Feature}.Editor.asmdef <- References Runtime assembly
├── MyComponentInspector.cs
└── MyComponentGizmos.csThe Editor asmdef must:
Editor in its Include Platforms (only)Add pre-build validators to catch issues before shipping. Place in an Editor assembly.
using UnityEditor;
using UnityEditor.Build;
using UnityEditor.Build.Reporting;
public class PreBuildValidator : IPreprocessBuildWithReport
{
public int callbackOrder => 0;
public void OnPreprocessBuild(BuildReport report)
{
// Run unit tests — fail build if any test fails
// Validate all scenes in Build Settings exist
// Check for missing script references on prefabs
}
}Common validations: unit test pass/fail, scene list completeness, missing component references on prefabs, unresolved addressable entries.
uw-unity-debugging Gizmos for debug-specific visualizations (raycast paths, trigger volumes, AI sight cones).uw-unity-test-runner — test editor tools in EditMode (validate that SerializedProperty operations produce correct results).uw-scriptable-object-arch data containers with custom inspectors for designer-friendly data editing.uw-ui-toolkit-binder patterns if building editor windows with data binding.Undo.RecordObject before changes.SerializedProperty for inspector fields — never direct field access.serializedObject.ApplyModifiedProperties() at the end of inspector OnInspectorGUI.Editor/ folders with their own .asmdef that includes only Editor platform.[SerializeField] private for all Inspector fields — never public fields.ProjectConfig.yaml -> mcp.unity_mcp is true, call refresh_unity after creating files.~30 seconds. Free. No account. Every finding cites a rule and a line of evidence.