Tier 2
Series 101
101D: Custom Editors
"A default cockpit is fine for a passenger, but a test pilot needs specialized buttons to "Purge Fuel" or "Reset Gyro." If your AI forces you to play the game just to test a simple function, you've created Workflow Friction."
The Concept: Inspector Customization
Sometimes the default Inspector isn't enough. You might need to trigger a function (like "Heal Player") without pressing Play.
* **[ContextMenu]:** Adds an option to the right-click menu of a component.
* **[Header]:** Adds bold titles to organize variables.
* **[Tooltip]:** Adds hover-over text for documentation.
* **[ContextMenu]:** Adds an option to the right-click menu of a component.
* **[Header]:** Adds bold titles to organize variables.
* **[Tooltip]:** Adds hover-over text for documentation.
Red Flag Detected
The AI Trap: "The Manual Trigger"
You ask the AI: "I need a way to heal the player fully while testing the game."
// AI-Generated Code: Slow and Clunky
void Update() {
// Audit Fail: Adding debug code to Update is messy.
// You have to run the game and press 'H' to test it.
if (Input.GetKeyDown(KeyCode.H)) {
FullHeal();
}
}
This is "Input Pollution." You are cluttering your game logic with test code that might accidentally be left in the final build. A professional uses Editor tools.
Elite Telemetry
Research shows "Elite" teams achieve 15% faster lead times by keeping AI on a "very tight leash."
- Small Batches Solving one problem at a time prevents logic drift.
- Modular Design Localizing the "blast radius" of AI changes.
- Tight Loops Rapid iteration with constant code review.
The Mechanic's Correction
Corrective Protocol
// Corrected: Professional Tooling
[ContextMenu("Debug: Full Heal")] // Right-click component to run!
public void FullHeal() {
health = maxHealth;
Debug.Log("Player Healed via Inspector");
}
Your Pilot Command
> Tell the AI to use Raycast from the camera to the mouse position for world interaction.