Are you tired of manually creating icons for your Unity projects? Look no further, as a new tool has arrived to simplify this tedious task. This tool can create icons of any 3D object imported in Unity, including prefabs, models, and objects in the current scene. Moreover, it can even make icons out of entire folders containing 3D objects.
The creator of this tool, a GitHub user called Xyperine, developed it while learning more about tooling and editor coding. The tool was initially created for a game project, but it was limited and required a lot of manual work to create icons. However, Xyperine took the initial version and made significant improvements, removing any external dependencies, to make it publicly available.
With this tool, you can make icons of any number of 3D objects with just one click. It also allows you to set a custom background, adjust object scale, set the icon size in pixels, and add a suffix or prefix to the icon’s name. The tool’s versatility and ease of use make it a valuable addition to any Unity developer’s toolkit.
So, if you want to save time and effort while creating icons for your Unity projects, try this tool today. Xyperine hopes it will be as useful to you as it was during the development process. Get ready to elevate your Unity game development to the next level with this innovative tool!
It is crucial to note that this tool can only be utilized in Unity’s Edit mode. The tool uses a special scene named “Icons_Creation,” which is included in the package. This scene serves as the backdrop for setting objects and rendering them as icons. It is recommended not to make any changes to this scene. In the event that the scene is accidentally modified, simply delete it, and it will be regenerated the next time you open the tool window.
Additionally, it is important to keep in mind that the tool loads, sets as active, and unloads the “Icons_Creation” scene each time an icon is created. This may affect any EditorSceneManager events that are currently in use. To ensure the proper functionality of both the tool and your existing events, it is important to consider this aspect of the tool’s operation.