Stop writing editor code. Start designing inspectors.
Sasquatch Inspector is a visual designer for Unity inspectors.
You open a window, drag widgets onto a canvas, and your inspector looks how YOU want it to.
No CustomEditor classes. No PropertyDrawer code. No attributes sprinkled through your scripts. No recompile between changes.
Your MonoBehaviours and ScriptableObjects are never touched. Nothing to inherit from. Nothing added to your GameObjects. One click puts any type back to Unity's normal inspector, and uninstalling leaves nothing behind.
**THE LAYOUT DESIGNER**
A real design surface, not a list of checkboxes. Drag your fields in and arrange them in rows, columns, grids, cards, foldouts, tabs and shaped frames. Give any container an exact width, height, alignment and spacing, and show, hide or recolor the dividers between rows and columns. Reorder by dragging. Watch the result build as you go since this is a true WYSIWYG (what you see is what you get) experience.
Your layout keeps up with your code. Add a field and it shows up. Rename one and it keeps its styling and its place. Delete one and the layout closes the gap. The Unity attributes you already use come across too: Header, Range, Tooltip, Space, TextArea, Min, FormerlySerializedAs and more.
Set your house style once with a Layout Preset, and every field and list you add after that arrives already styled. There's a format painter for one-offs, and multi-select so you can restyle multiple fields at once.
**PROPERTY DRAWERS — NEW IN 1.1**
Got a [Serializable] class or struct you use all over your project? Design how it looks once, with no code, and every script that holds one draws it your way. Even scripts with no layout of their own.
- Four styles: Foldout, Card, One-line or Flat
- A summary while it's folded, and real names for list items instead of "Element 3"
- Buttons, conditions, validation and search all work inside a drawer
- Export it as a standalone [CustomPropertyDrawer] script that works without Sasquatch Inspector
**23 DISPLAY TYPES**
Every field can become something you'd actually want to use.
- Slider — styled track, 5 knob shapes, colored bar, unit suffix
- Min-Max Slider — two handles for a range, stored in a Vector2
- Progress Bar — value, percent or max text, and you can drag it to set the value
- Toggle — checkbox, rounded, square, slim or modern switch styles
- Enum Badges — enums as clickable chips, multi-select for [Flags]
- Dropdown — searchable, filled from enums, Tags, Layers, LayerMasks, or your own method
- Animation Curve — a real keyframe editor with tangents and presets, right in the inspector
- Gradient — inline gradient strip with draggable color and alpha pins
- Audio Preview — play clips in the inspector, with a waveform you can scrub and recolor
- Particle & VFX Preview — live preview, click to play
- Asset Preview — thumbnails you can orbit and zoom
- In-Line Editor — edit a referenced asset's fields without leaving the inspector
- Polymorphic — pick a concrete type for SerializeReference fields and edit it in place
- Unity Event — a friendlier event drawer with a searchable method picker, your scripts first
- Color Palette — pick from your own swatches instead of the OS color picker
- Dictionary Table — Unity 6.6's native Dictionary, drawn as a proper table
Plus XY Pad, Vector Sliders, Euler Angles, Rating, Tag Chips, Text with a rich-text preview, Spring, and Unity's own drawer any time you want it.
**RULES, WITHOUT WRITING CODE**
Conditions — show, hide, enable, disable or highlight anything based on other values. You build the rule visually. Combine several with all/any. There's a debugger that shows you why something is hidden too.
Validation — mark a field required, warn when a number leaves a range, or point at a bool method on your class.
Buttons — point one at any method on your class. Methods with parameters get a prompt. Async ones show "Running…" until they finish. Destructive ones ask first. Rename the method in co
Description sourced from the Unity Asset Store listing.