Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

ExplodingSquids

1
Posts
3
Following
A member registered Oct 26, 2021 · View creator page →

Creator of

Recent community posts

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.