When developing VR applications in Unity, the standard Editor lacks tools for controlling specific metrics: Draw Call budget per-eye, asset validation against Oculus VRC requirements, and poly count checking with Multiview enabled. Manually opening the Frame Debugger and counting every time is a waste of time. Our team, with over 5 years of VR development experience, creates custom Editor Tools that automate these processes and accelerate the pipeline multiple times. Order custom tool development for your project — we'll evaluate the task within 1–2 days.
Problems with Standard Tools for VR
VR has strict FPS budgets (72–90 fps) and specific rendering requirements: multivew, tile-based rendering, fixed FOV. The standard Inspector does not show triangle count per-eye, and LOD Group calculates switching based on screen percentage without considering IPD and HMD resolution. This is where custom tools provide a speed boost.
What Tools a VR Team Really Needs
The most in-demand class is Asset Validator. VRC Guideline for Oculus requires: character mesh no more than 70,000 triangles, textures no larger than 2048x2048, all materials using standard shaders without Tessellation. Manually checking every asset in a team of 5+ is impossible. An Editor Window using AssetDatabase.FindAssets() + AssetImporter scans the entire folder in seconds and lists violators with quick navigation.
The second tool is Scene Complexity Dashboard. Right in the Scene View it shows current Draw Call count, number of Shadow Casters, and material statistics. Implemented via EditorWindow + SceneView.duringSceneGui delegate + UnityEditor.Handles for overlays. It updates on any hierarchy change through EditorApplication.hierarchyChanged.
The third is LOD Preview Tool. The standard LOD Group Inspector shows switching as a percentage of screen, but in VR LOD distances depend on IPD, FOV, and HMD resolution. A custom tool recalculates LOD transitions into real meters for the target device (Quest 3: 96°, 2064x2208 per eye) and shows what the player will actually see at distances of 1, 3, 10 meters.
How Custom Tools Speed Up Asset Review
From practice: in an architectural VR visualization project, the team spent 40 minutes on each asset review from 3D artists — checking poly count, UV layout, and import settings. After implementing Asset Validator + AssetPostprocessor, this dropped to 5 minutes: the tool immediately highlights issues and automatically applies standard settings. That's 8x faster — a comparison that confirms automation effectiveness.
According to the Oculus VR Best Practices Guide, correct asset import settings are critical for performance. Custom tools ensure compliance without manual checks.
Technical Implementation Details
Unity Editor API provides several levels of customization:
- EditorWindow — independent window with any GUI. For complex UIs with tables and filters, we use UI Toolkit (recommended from Unity 2022 LTS) — it uses virtualization and doesn't lag on lists of 500+ assets.
- Custom Inspector via
[CustomEditor(typeof(MyComponent))]— extends the standard Inspector: adds buttons like "Validate FOV Settings", "Check IPD Range", "Preview at Quest 3 Resolution". - SceneView Tools via
EditorTool(from Unity 2019.1) — a custom tool for "VR Scale Reference": displays a 1.75m human figure next to any object for scale estimation. - AssetPostprocessor — a hook on asset import: automatically applies needed settings to FBX.
For the shader pipeline, we build a ShaderGraph Validator: checks node compatibility with URP Mobile (no Screen Space, Tessellation, or GrabPass equivalents). Implemented via ShaderGraph.GraphData API.
Asset Validator code example (EditorWindow)
public class AssetValidator : EditorWindow { [MenuItem("Tools/Asset Validator")] public static void ShowWindow() => GetWindow<AssetValidator>(); private void OnGUI() { if (GUILayout.Button("Validate All Models")) { string[] guids = AssetDatabase.FindAssets("t:Model"); foreach (string guid in guids) { string path = AssetDatabase.GUIDToAssetPath(guid); ModelImporter importer = AssetImporter.GetAtPath(path) as ModelImporter; if (importer != null) { // Check poly count, texture size, etc. } } } } } Comparison of Standard vs Custom Tools
| Feature | Standard Editor | Custom Tool |
|---|---|---|
| Per-eye poly check | Only via Frame Debugger | Instant Asset Validator |
| Draw Call monitoring | Not built-in | Scene Complexity Dashboard |
| LOD distances for HMD | Screen percentage | Real meters |
| Automatic import settings | No | AssetPostprocessor |
What's Included in Custom Tool Development
Our work delivers:
- Source code of tools as a Unity Package with asmdef files, documentation, and usage examples.
- Integration with your version control system and instructions for updating via Package Manager.
- Team training on using the tools and support during the adoption phase.
- Adaptation to your Unity version and project specifics (Oculus, SteamVR, Pico, HTC Vive).
Process Stages
- Requirements gathering. Interview with the team to identify the most painful manual checks.
- Prototype. Quick EditorWindow for the key task — feedback within 1–2 days.
- Full implementation. UI Toolkit, Asset Database integration, AssetPostprocessor setup, documentation.
- Packaging. Bundle into a Unity Package for versioning and distribution.
| Tool Type | Estimated Timeline |
|---|---|
| Simple Asset Validator (EditorWindow) | 2–5 days |
| Scene Complexity Dashboard with overlays | 1–2 weeks |
| Full suite (validator + dashboard + LOD preview) | 3–5 weeks |
Our Expertise
Over 5 years of commercial VR project development on Unity (Quest, SteamVR, Pico). Dozens of custom tools implemented for studios and productions. We use modern Unity versions (2022 LTS and newer), UI Toolkit, and profiling via Profiler and RenderDoc. We guarantee the tools cover Oculus VRC requirements and pass store reviews.
Contact us to evaluate your project — we'll prepare a turnkey proposal within 1–2 days. Get a consultation on automating your pipeline.





