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I know of a Unity Asset called Editor Cools (https://github.com/datsfain/EditorCools). You can use it to do some new stuff in the inspector in unity (I don't know most of the stuff it does as I only use it for 1 thing which is '[EditorCools.Button("Name of button here")]' which you can put in front of a method in your code to call it from inside the inspector. I do this because its faster to press that button whenever I'm testing things than enter play mode, test it with a button component or something similar, and then exit playmode since I don't have to wait for playmode starting and stopping. This won't actually add anything to my game, the only thing it's helpful for to me is debugging methods, but it's not code I made myself so I am pretty sure it breaks the rule of everything needed to be made yourself. Would it make sense to exempt certain assets like this from that rule, since 1: it's free and 2: the game doesn't actually change from it? If not, would that change if I used it until we actually present our game at which point I remove it from my project entirely, or do I need to just not use it at all.

Third Party Assets (TPA) need to be approved prior to use but in many cases CAN be used per the rules. Answering more broadly so if other people have similar questions:

The general criteria is that TPA requests should NOT be things that students should reasonably be expected to do at their level (for example, character controller assets should not be used by skill center students) and shouldn't be such a substantial part of the game that students weren't responsible for their own key features. There should also be no "licensing barriers" involved in using the assets.

Given that, after review we feel comfortable approving the "Editor Cools" asset for use in the contest, providing that it is cited as being a tool used in your credits and/or documentation. Although that is not a hard requirement of the asset itself, it's part of our rules for TPA use.