editor-data-tools

Build Unity editor utilities that validate authored data and inspect DOTS/baker outputs.

6|Updated Apr 2, 2026
One-click install
npx skills add https://github.com/dyCuong03/unity-agent-team --skill editor-data-tools
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: editor-data-tools
Source: https://github.com/dyCuong03/unity-agent-team/tree/main/.claude/skills/editor-data-tools
Command: npx skills add https://github.com/dyCuong03/unity-agent-team --skill editor-data-tools

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Unity editor tooling often makes it hard to reliably inspect, validate, and debug authored data and DOTS/baker outputs without leaking cost into runtime builds.

Core Features & Use Cases

  • Editor-only, isolation-first tooling: keep diagnostics and authoring helpers strictly in Editor/ folders or *.Editor.asmdef, and gate everything behind UNITY_EDITOR or editor menus.
  • Actionable validators for assets and build gates: produce issue lists with severity, target, field paths, expected vs actual values, and fix suggestions, wired into import/build pipelines and batch menu checks.
  • Inspectable ECS/DOTS bake results: design custom inspector/editor window flows to preview baker output and runtime ECS state for debugging without noisy Debug.Log spam.

Quick Start

Ask the AI to design an editor window and pure validator that checks a specific authoring component’s fields and reports null/mismatched values with a precise asset path and field path.

Frequently Asked Questions about editor-data-tools

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I validate Unity authored data and make DOTS baker outputs inspectable?

To validate Unity authored data and inspect DOTS baker outputs, build editor-only utilities that generate actionable issue lists and custom inspector windows. This approach keeps diagnostics isolated in Editor folders without leaking into runtime builds.

What is the best way to add build-time ship gates for Unity asset validation?

Build-time ship gates for Unity asset validation are added by wiring pure validators into the build pipeline and batch menu checks. Validators must behave deterministically and report issues with severity, target asset paths, and expected versus actual values.

How does ECS debugging work without leaking runtime dependencies in Unity?

ECS debugging without runtime dependency leakage works by gating all diagnostics behind UNITY_EDITOR or editor menus and isolating code in Editor folders. Custom inspector flows preview baker output and runtime ECS state safely during authoring.

Can I use custom editor windows to preview DOTS bake results during authoring?

Yes, you can design custom editor windows to preview DOTS bake results during authoring. These windows provide low-cost debug visualizations of runtime ECS state, replacing noisy Debug.Log spam with structured, inspectable data.

Why does my Unity editor tooling leak diagnostic cost into runtime builds?

Unity editor tooling leaks diagnostic cost into runtime builds when validation code is not isolated in Editor folders or gated behind UNITY_EDITOR. Enforce strict editor-only isolation and safe editor lifecycle handling to prevent runtime dependency leakage.

Do I need deterministic validators for Unity asset import checks?

Yes, deterministic validators are required for Unity asset import checks to ensure reproducible fixtures and reliable issue reporting. Deterministic behavior guarantees that validators produce consistent results across different import and build pipeline runs.