Technical Tools Series

Unity 6 Editor Tools Essentials — Vol. 2

Advanced editor tools, custom workflows, and publishing to the Unity Asset Store.

  • Master Advanced UI Toolkit Techniques.
  • Enhance Scene Interactivity and automate Asset Workflows.
  • Build Custom Node-Based Tools with Graph Toolkit.
  • Build, package, and publish to the Unity Asset Store.
Coming Soon
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Advanced
English
Unity 6
First Edition 2026
Who this is for.
Unity users ready to build professional tools using the latest Unity 6 features.
Professionals looking to automate asset pipelines and create custom graph tools.
Developers wanting to polish, package, and sell their custom tools globally.
Expanding on the foundations of tool development, Unity 6 Editor Tools Essentials Vol. 2 takes your skills to a professional level by mastering advanced Editor APIs and modern workflows. You’ll begin by building complex C# controls and bindable elements within the UI Toolkit, moving beyond static layouts into dynamic, data-driven interfaces like TreeViews. As you advance, you’ll learn to bridge the gap between code and the viewport by creating custom Gizmos and interactive Handles for the Scene View. This volume also dives deep into the Asset Pipeline, teaching you to automate workflows with AssetPostprocessors and custom file importers. Then you'll finish up by architecting your own node-based tools using the new Graph Toolkit, and then taking the final steps of packaging and publishing your work to the Unity Asset Store. Combined with Vol. 1, this book provides the advanced technical knowledge needed to create robust editor extensions — whether for internal production tooling, or commercial distribution.
Note: The chapters, descriptions, and main topics listed below are provisional and may be added to, merged, or otherwise modified as the video course is being developed. We’ll update this list every time a new chapter is released.
1. Building Custom Controls
(Under Construction)
  • Creating C# Controls.
  • Accessing Controls in UI Builder.
  • Creating Bindable Controls.
2. Adding Gizmos, Scene GUI, and Handles
(Under Construction)
  • Drawing Basic Gizmos.
  • Drawing Selected Gizmos.
  • Handles and Scene Interactivity.
3. Mastering Complex Data with Collection Views
(Under Construction)
  • Building the Editor UI.
  • Working with TreeView.
  • Managing Selections.
4. Drag-and-Drop from Scratch
(Under Construction)
  • Populating the Scroll View.
  • Serializing a Color Palette.
  • Creating a Pointer Manipulator.
5. Customizing the Asset Pipeline
(Under Construction)
  • Creating an AssetPostprocessor.
  • Preprocessing and Postprocessing a Texture.
  • Working with Custom File Importers.
6. Making your own Graph Tools
(Under Construction)
  • Defining a Graph class.
  • Adding Input and Output Nodes.
  • Runtime Execution and Scripted Importers.
7. Publishing to the Asset Store
(Under Construction)
  • Building Unity Packages.
  • Configuring Asset Package Metadata.
  • Submitting to the Asset Store.

Harrison Ferrone
Software Developer and Writer
Harrison Ferrone was born in Chicago, Illinois, and has worked at Microsoft, PricewaterhouseCoopers, and a handful of small start-ups, but most days you can find him creating instructional content for LinkedIn Learning or writing books on software development.. Throughout all of this, he’s bought many books, been owned by several cats, worked abroad, and continually wondered why Neuromancer isn’t on more course syllabi.
Frequently Asked Questions.
What do the books include?
Our books are crafted to provide a deep understanding of each topic with step-by-step explanations, real-world examples, and practical exercises. Each book includes detailed chapters, illustrations, and code samples designed to help you build skills as you read. All of our eBooks are downloadable in PDF format, making it easy to access them offline anytime. Many books also come with supplementary downloadable assets or files to support your learning, and some feature online updates or companion content for the latest industry practices.
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