Game Dev Log - Writing Tooling
I've been doing some work on my personal projects for CozyCon Cafe coming up in September from the 18th to the 20th, 2026!
Firstly I worked on cleaning up the world, optimizing meshes, and preparing to fill the new areas with models.
I had the idea from ingesting other game developer content on YouTube and the web to write some of my own tooling to help with some of the more tedious elements of creating a world full of decorative objects.
Bezier Curve Path Tool
One element I worked on today was finishing off my Bezier curve pathway tool. It allows the user to add points to a line with Bezier curve handles which guides the rendering of a mesh for a pathway, with optional edges, material assignment, width, height, and end caps.
The script is a bit rough, but the usage of it is very smooth! You just draw a line and a whole pathway is created, complete with 1M segments mapped to the UV space in a repeating pattern!
This allows you to use one tiling pattern to texture the whole pathway.
Bezier Curve Vine & Rope Tool
Next I created tooling to allow the user to render a long tube section with optional leaves using another Bezier curve as a base. You draw the curve points right in Unity, and a tube is rendered with any number of leaf elements which are rendered as a 2-sided plane coming out from the curved tube.
Building Generation Tool
Next I created a tool to create an empty cube mesh automatically. When you create one, you can click and drag on anchors to resize the cube to any shape and size. You can also set a number of floors and the space inside is automatically divided up by a floor/ceiling mesh.
Once you have the outline of your building, set the wall thickness and you can enter Window Creation or Door Creation modes to generate windows or doors where you click. The corners of each are click-and-draggable to resize.
I also implemented a snap-to-grid feature so you can keep things easily aligned.
Pipe Creation Tool
Separate from the curved ropes and vines, I wanted to be able to decorate the space station model with many pipes easily. For this I created a script which allows the user to click and create pipe segments, which are joined by either 90 or 45 degree angle pieces. Couplings for the pipe segments are generated automatically and each size is settable.
Wow that's a lot!
It’s been a busy stretch preparing for the vendor world, but building out these custom tools has been well worth the effort. By front-loading this work, I’m setting myself up for a much smoother workflow later. Developing these utilities has been both fun and insightful, and I can’t wait to see the time-saving impact on my future projects.