Unity editor tools, runtime components and shaders I've built to solve real production problems — the kind of quiet, practical work that makes everyone else's day smoother.
Unity Editor Tool
A Unity Editor tool that exports clean prefabs from any project. Strips non-whitelisted components, saves meshes/materials/textures as standalone assets, and can optionally replace scene objects or generate a new .unity scene — all configurable via a ScriptableObject settings panel.
Unity Runtime Component
A Unity MonoBehaviour that automatically remaps clothing bones to the character skeleton — works in both Edit Mode and Play Mode. Handles custom skeletons (hair, accessories) gracefully, reparents unmatched bones by proximity, and syncs blend shapes so body customization always propagates to equipped outfits.
Unity Editor Tool
A Unity Editor tool for deep-duplicating interconnected ScriptableObject assets. Solves the problem of duplicated Tileset/Polyominoes pairs keeping stale GUID cross-references by scanning and remapping raw YAML after copy — ensuring cloned assets correctly point to each other instead of the originals.
Unity Custom Shader
A transparent particle shader with tiling, UV offset, tint color, and brightness multiplier. Fully supports Unity's Particle System vertex colors (Start Color, color-over-lifetime) and renders in the Transparent queue with ZWrite Off — no sorting artifacts, no scene lighting interference.
Built in C#, HLSL and ShaderLab — developed with AI assistance to move fast and ship reliable tools.