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If I were to pick a single tool to use in my project, I would not hesitate to pick this one. It enhances the regular inspector with a bunch of features (of which my favorite is the [Button] attribute), that make development easier, more efficient, and most importantly: fun
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M
Hands down, one of the best assets on the asset store.
a month ago
Monsoon_GGon version 4.0.1.6
I've been using this asset for many years on my project. Now in an age of LLM-enabled game development, this tool has become indispensable for my team. The fact that you can write inspectors so quickly and easily and imagine any kind of tool that you might want to have custom interfaces on inside of Unity, this thing has been a game changer. You can have custom previews, add buttons, and do all kinds of interesting functionality right in line in your editors where your objects are. Now because of LLMs, you don't even have to know how to build them. Let Claude or GPT figure it out for you and they'll just build you great interfaces for interacting with your scriptable objects and game objects. I highly recommend this and honestly Unity should have built something like this natively.
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g
Still my go-to asset after all these years
a month ago
gabriellmhon version 4.0.1.6
I’ve been using Odin since my early development work back in 2021, and it has remained an indispensable part of my workflow ever since. It’s incredibly powerful yet versatile, making complex inspector customization and serialization feel effortless.
This was actually the first asset I ever bought for myself, and I’ve never regretted the investment. Whether you’re a solo developer or part of a team, Odin saves time, reduces boilerplate, and unlocks editor functionality you didn’t even know you needed. Highly recommended!
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W
Sigh, lets go
a month ago
WhiteWingedon previous version 4.0.1.2
// edit: ye to be fair i only ever used attributes, i mean they work great but i just dont like them personally, the tool is great if it fits your need so i guess i overreacted a but u.u changing to 5 stars as i never used anythin apart from attributes
AI + UI Toolkit are making this asset obsolete.
Which is sad because i love tools and im sure devs put a lot of time and thought into it.
This asset is great if you understand implications that follow its usage:
1. First off it installs a glass ceiling resulting from using attributes to build custom editors instead of rawdo*ging them from code. Your not going to build any little bit complex tools or workflows from them. It would be insane to do so (i tried and i regret it but i learned a lot thanks to it so here it is)
2. Your going to spend time learning it AND if you are serious about game dev its going to be time wasted because at some point the time will come to do complex things and you would wish you spend that time learning UI Toolkit instead of attribute based workflow. Even in simple inspectors you very often need some custom logic beyond what attributes can offer.
3. It pollutes your code with attributes making it harder to read and reason about.
Unless your doing game dev as a hobby on a weekend and your absolutely sure your never going to write any interesting inspectors you can make use of Odin, otherwise you will think your going fast but you will only get stuck in the mud and looking for a way out.
Its the same fallacy like with visual scripting and scriptable objects workflows. There are no easy solutions to complex problems and avoiding doing hard things is only gonna make your life much harder instead of moving you forward. Even back then i would much rather write my own IMGUI based inspectors than relay on attributes. And now AI can generate UI-Toolkit based inspectors and make life much easier that it would ever be with attributes.
There are few things that it does better than unity and that unity lacks but overall if i could go back in time i would never used Odin. On a personal level it makes me sad to see such great tool fall off but reality is a cruel mistress and UI-Toolkit is a pain too but it lets you go much much further than Odin will ever take you.
So like, pick your poison.
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Reply from publisher:
replied a month ago
Thanks for taking the time to share such detailed feedback - we appreciate it.
A few of the concerns you raise are areas we’ve been actively working to improve, and there are a couple of points we feel are worth clarifying. With Odin 4.0 and the Visual Designer, inspector and editor configurations are no longer tied directly to your project’s codebase. While the same underlying system is used, configurations can now live in separate, human-readable files, so you don’t have to add attributes throughout your code to build tooling. This keeps your codebase cleaner and makes it much easier to evolve, maintain, scale, or remove editor customizations over time.
This has also greatly reduced the learning curve for Odin, making it possible for even non-programmers and designers to create, tweak, and maintain tooling as well.
On flexibility, Odin isn’t limited to built-in attributes. You can define and register your own custom attributes, drawers, and processors, and many teams rely on Odin as the foundation for highly complex internal tooling pipelines - far beyond simple inspectors.
Regarding AI, we’re seeing Odin and the new designer files work very well with AI-assisted workflows due to their consistent structure. This makes it easier to generate, iterate on, and maintain tooling without rebuilding entire editors for small workflow changes.
We of course understand that different approaches suit different teams and preferences. That said, we’d be very interested to hear more about where you experienced limitations with complexity, as we’re always working to improve Odin and better meet developer needs. Feel free to reach out so we can take a closer look: https://odininspector.com/support
s
Берите не думайте
2 months ago
severaldeveloperson previous version 4.0.1.4
Если вы опытный разработчик и до сих пор не пользуетесь одином, то мне вас жаль.
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3
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t
Floored by how universally solid this asset proved itself
2 months ago
tr3ymtzon previous version 4.0.1.4
This is like the one-stop-shop to anything to do with building tools to create games within Unity's ecosystem. The ease of which you can customize and organize your human facing interfaces for things from game assets, to scripts is substantial. Creating custom layouts for fields and sweet GUI's intended to speed up production and asset management is absolutely worthy of being Unity certified. If you've ever thought about making custom editors or inspectors in Unity, you need to seriously consider this as a meaningful purchase.
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3
1
It's hard to use Unity without it, now that I'm used to it. It improves a lot about the inspector.
Aside from convenience, the polymorphic dropdown support for the [SerializeReference] attribute opens up some cool possibilities for organizing data.
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2
1
R
Third-party asset hooking into Unity's compilation. Hate it.
2 months ago
RC981246on previous version 4.0.1.4
I'd rather code my own property drawer or find code on github than continuously have issues. Took me 2 hours to get rid of it too... worsened my relationship with it.
I'm sure it can be useful for others but it was just a waste of time for me (solo game dev). Don't buy it on sale like me, I regret it.
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