Unity Prefab Wizard by razluta - 4


A set of Unity utility functions for automatically creating prefabs for 3D assets, nicely wrapped in a friendly GUI.

Unknown VersionOtherUpdated 181 days agoCreated on July 21st, 2020
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UnityPrefabWizard License

This is a set of Unity utility functions for automatically creating prefabs for 3D assets (with shader assignment, material creation and texture assignments), nicely wrapped in a friendly GUI.

Verified on the following versions of Unity:

  • 2019.4
  • 2019.3


Option A) Clone or download the repository and drop it in your Unity project.
Option B) Add the repository to the package manifest (go in YourProject/Packages/ and open the “manifest.json” file and add “com…” line in the depenencies section). If you don’t have Git installed, Unity will require you to install it.
  "dependencies": {
      "com.razluta.unityprefabwizard": "https://github.com/razluta/UnityPrefabWizard.git"

Using the public API

With the tools provided in this repository …

Using the provided GUI

Step 001

Launch the Prefab Wizard from the top menu bar under Art Tools > Prefab Wizard.

Step 002

Option A - Create some new rules

Option B - Load some previously created rules

Press the Load Rules button.

Navigate to the location of the previously saved rule file .JSON and load it.
The rule area will get automatically populated with the valid rules from the provided file.

At this point, you can still edit the rules: in the example below, the tool will create a material for the mesh, give it a ShaderGraph as a shader, rename the material to be the mesh name + the suffix __Mat and finally match up all the textures that match the names (mesh name + the listed texture suffixes) with the right shader inputs.

Step 003

Edit the rules as necessary. Example

Step 004

Run the prefab creation

Step 005

(Optional) Finally, check the log area to see what actually happend in the process and look for potential errors or unintended results.

Step 006

(Optional) Enjoy your automatically created assets!


Below is a high level explanation of how the tools are architected.

The primary components of the tools are:

  • A class called PrefabWizardEditor which is the primary entry point into the tool.
  • A class called
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