Documentation for Runtime Object Exporter v1.0
Purpose
Runtime Object Exporter is a Unity Editor tool for exporting the selected GameObject and its dependencies:
- to a folder inside Assets (as project assets: .asset, .mat, .png, and optionally .prefab),
- to an external folder (as .obj, .mtl, .png, or .fbx if FBX Exporter is installed).
Quick Start
- Open Tools / Runtime Object Exporter / Open Runtime Object Exporter.
- Drag the root GameObject into the Root GameObject field.
- Wait for dependency scanning to complete (Meshes, Materials, Textures).
- Leave enabled only the items you want to export.
- Click Export and choose a folder.
If the path is inside Assets, the export goes into the project.
If the path is outside Assets, an external export is performed.
How Export Works
Export to Assets
The tool:
- creates a unique subfolder (ObjectName, ObjectName1, ObjectName2, ...),
- saves the selected runtime objects:
- Meshes -> Meshes/*.asset
- Textures -> Textures/*.png
- Materials -> Materials/*.mat
- reuses existing project assets when possible,
- offers to create a prefab from a simplified hierarchy.
When creating a prefab:
- the transform hierarchy is preserved,
- MeshFilter and Renderer components are copied, including SkinnedMeshRenderer,
- runtime meshes and materials are replaced with the saved copies,
- unnecessary components are not transferred.
Export to an External Folder
The tool:
- creates a unique subfolder,
- if FBX Exporter is available and meshes are selected, offers the format choice: OBJ, FBX, or Cancel.
OBJ Mode
The following files are created:
Details:
- geometry from all Renderer components in the hierarchy is exported,
- MeshRenderer and SkinnedMeshRenderer are supported, with the latter exported via BakeMesh,
- the .mtl file writes Kd, d, and map_Kd if a base texture exists,
- the base texture is searched in _BaseMap or _MainTex.
FBX Mode
- uses Unity FBX Exporter through reflection,
- attempts to embed textures,
- creates .fbx.
What Gets Scanned
DependencyScanner traverses the root object and its children, including inactive ones, and collects:
- MeshFilter.sharedMesh,
- SkinnedMeshRenderer.sharedMesh,
- Renderer.sharedMaterials,
- material texture properties through the Shader API,
- Camera.targetTexture,
- UnityEngine.UI.RawImage.texture.
For each discovered object, the source is stored as well, including the hierarchy path and component type, for UI tooltips.
Window Interface
Source Object
- Root GameObject field,
- refresh button for rescanning.
Dependency Tabs
Each item includes:
- a checkbox,
- a name,
- a status (Project Asset or Runtime),
- a ping/select button.
Inside the Project (Assets/...)
- Meshes/_.asset
- Materials/_.mat
- Textures/_.png
- .prefab (optional)
In an External Folder
- .obj
- .mtl
- Textures/_.png
- .fbx (if FBX is selected)
Technical Details
- File names are sanitized to remove invalid characters, replacing them with _.
- Runtime textures are copied into a readable version via RenderTexture + ReadPixels.
- After importing PNG files into the project, the following settings are transferred:
- wrapMode
- filterMode
- anisoLevel
- NormalMap type, if the name contains normal or bump.
- For external OBJ export, the X coordinate is inverted (-x) to match coordinate systems.
Limitations
- Only dependency types supported by the scanner are exported.
- The .mtl file does not write additional maps such as metallic, normal, occlusion, or emission, except for the base texture via map_Kd.
- FBX is available only if Unity.Formats.Fbx.Editor is installed.
- In some cases, not all textures may be preserved in FBX due to FBX Exporter limitations.
- For SkinnedMeshRenderer in external OBJ export, filtering by the mesh checkbox does not block exporting the renderer.
- The prefab is created in a "clean" form: geometry and rendering only, without arbitrary components.
Update Checks
Updates are checked automatically, approximately once every 24 hours, and can also be checked manually via Check Updates.
Practical Recommendations
- For reusing assets, export to Assets and create a prefab.
- For transferring data into DCC tools or external pipelines, use external export (OBJ/FBX).
- Disable unnecessary items with the checkboxes before exporting.
- If accurate PBR transfer matters, prefer FBX and verify the materials in the target environment.
Other Infinity Code assets
Huge Texture

https://assetstore.unity.com/packages/tools/input-management/huge-texture-163576
Huge Texture allows you to import and use textures larger than 8192x8192px.
How it works:
When importing a texture, Huge Texture splits the texture into pages and saves it as a Texture Array.
Texture Array is combined on the shader side, which does not create extra draw calls and has almost no effect on performance.
Features:
- The maximum size of the texture: PNG and JPEG up to 16384x16384px, RAW up to 2GB (0.715 gigapixels, 26624x26624px for square textures without transparency);
- Standard Render Pipeline, Universal Render Pipeline (URP, LWRP), High Definition Render Pipeline (HDRP);
- Compressed and uncompressed formats;
- Does not produce extra draw calls. You will have as many draw calls as you would with a regular texture;
- API for working with huge textures, as with regular Texture2D;
- Integration with Mesh to Terrain, Real World Terrain;
- Built-in update system.
Requirements:
- Not all platforms support Texture Arrays.
The list of supported platforms is here:
https://docs.unity3d.com/Manual/SL-TextureArrays.html
- The field must accept Texture (not Texture2D), and the component must accept custom material or shader.
For example, Huge Texture can be used in Mesh Renderer, Raw Image, etc.
Mesh to Terrain

https://assetstore.unity.com/packages/tools/terrain/mesh-to-terrain-7271
Mesh to Terrain is a tool for easily and quickly converting a 3D terrain model created in 3ds Max, Terragen or any other editor to Unity Terrains.
Mesh to Terrain can convert textures to SplatPrototypes (Terrain Layers), generate terrain from several models and split the model into several terrains.
Features:
- Unlimited number of models and terrains used in the component;
- Terrains are created in the same place where the meshes;
- Convert the textures of models to textures of terrain;
- Seamless result, when working with multiple terrains;
- Manually adding models or automatic detection of all models in the layer;
- No need to manually add the components of physics;
- Integration (optional): Huge Texture, Relief Terrain Pack;
- Built-in update system.
Online Maps
https://assetstore.unity.com/packages/tools/integration/online-maps-v4-297114
Online Maps is a universal multi-platform mapping solution for your 2D, 3D, AR / VR and mobile applications and games.
Fully customizable, incredibly easy to learn and use, and at the same time is one of the most powerful and flexible solutions in the industry.
Supports a huge number of services for any mapping needs, and has integration with the best Asset Store assets.
The package contains the complete source code without dependencies, and if you want to add or change some feature, you can easily do it.
Don't have programming experience or don't know C# - Online Maps supports visual scripting using Bolt and Playmaker.
All the features to create any map in Unity in one asset.
Features:
- Standalone, Android, iOS, Windows Store, WebGL;
- Online and offline maps;
- 2D maps and 3D maps with elevation;
- 2D, 3D, billboard and custom markers;
- You can display the map anywhere: on UI, in a scene, or draw into texture;
- Huge number of predefined tile sources: Google Maps, Mapbox, ArcGIS, Nokia Maps, Bing Maps, Open Street Maps, and many others (16 providers, 88 map types);
- Ability to create your own map style or use your own source of tiles (e.g. WMS);
- Multilingual map with or without labels;
- Support Google API web services: Direction API, Elevation API, Geocode API, Places API, Places Autocomplete API, Roads API;
- Other web services: AMap Search, Bing Maps Elevation API, Bing Maps Location API, HERE Routing API, Open Route Service Directions, Open Route Service Geocoding, Open Street Map Nominatim, Open Street Map Overpass API, QQ Search, What 3 Words;
- Show Google Street View using uPano;
- Additional Features: GPS (with emulator), cache, traffic, Overlays, Drawing API, runtime 3D buildings;
- Integration with: Bolt, Curved UI, Fingers - Touch Gestures, NGUI, Playmaker, Real World Terrain, TouchScript, uPano;
- Easy-to-use and powerful API. Large number of examples of using is attached. Atlas of Examples;
- Built-in update system.
Project Context Actions
https://assetstore.unity.com/packages/tools/utilities/project-context-actions-267429
Project Context Actions is a standalone free toolkit from Ultimate Editor Enhancer asset that speeds up work with the Project window by adding contextual actions based on item type.
Supports one-column and two-column layouts.
Context actions are displayed when you hover over a row or cell in the project that matches certain criteria.
List of actions:
- Create Folder. When you hover over a folder in the Project, it shows a button to create a subfolder. Left-click to create a subfolder and manually enter a name. Right-click to select from the list of standard names;
- Create Material. When you hover over the Materials folder in the Project, it shows a button to create a material. Click to create a material;
- Create Material from Texture. When you hover over a texture in the Project, shows a button to create a material from the texture. Click to create a material with Standard shader and set the texture in Albedo;
- Create Script. When hovering over the Scripts folder in the Project or its subfolder, it shows a button to create a script. Left-click to create a MonoBehaviour. Right-click to create a script from templates or Assembly Definition;
- Play AudioClip. When you hover over AudioClip in the Project, it shows a button to play the audio. Click to play the audio. Press again to stop playback. Click on another audio to stop playback of the previous audio and start playback of the current audio.
Real World Terrain

https://assetstore.unity.com/packages/tools/terrain/real-world-terrain-8752
Real World Terrain is a tool for automatically creating high-quality terrains, meshes, Gaia stamps and RAW files based on real-world data with global coverage.
Incredibly fast and easy to use, and allows you to create high-quality terrains in a couple of clicks.
In addition, Real World Terrain can create buildings, roads, trees, grass, and rivers based on Open Street Map data.
Real World Terrain is incredibly powerful and flexible. It has a powerful Editor API to automate the generation of terrains, and Runtime API positioning objects by coordinates, etc.
Real World Terrain has integration with the best assets of the Asset Store, which gives almost unlimited possibilities in the generation of terrains.
Features:
Elevation Heightmaps:
- ArcGIS resolution of max 10 meter per pixel;
- Bing Maps resolution of max 10 meter per pixel;
- Mapbox;
- SRTM v4.1 resolution of 90 meters per pixel;
- SRTM30 resolution of 30 meters per pixel.
Texture providers: ArcGIS, DigitalGlobe, Map Quest, Mapbox, Mapy.CZ, Nokia Maps (here.com), Virtual Earth (Bing Maps), Open Street Map , Sentinel-2 + ability to download tiles from custom url;
- Satellite images resolution of max 0.25 meter per pixel;
Can create: Unity Terrains, Meshes, Gaia stamps, RAW files;
Can generate regular textures and Huge Texture (up to 26624x26624px) for each terrain.
Can generate Terrain Layers based on Mapbox vector tile data;
Can create objects based on Open Street Map:
A tool to select area directly on Google Maps;
A lot of extra tools for working with coordinates, objects and postprocessing;
Unlimited number of generated terrains;
Integration (optional): BuildR, EasyRoads3D Pro v3, Gaia 2, Gaia Pro, Huge Texture, Online Maps, Playmaker, R.A.M 2019, Relief Terrain Pack, Road Architect, Ultimate Editor Enhancer, Vegetation Studio, Vegetation Studio Pro, VolumeGrass, WorldStreamer.
Run Desired Scene
https://assetstore.unity.com/packages/tools/utilities/run-desired-scene-262762
Run Desired Scene is a very powerful and easy to use tool that allows you to start playing from any scene without opening it.
After exiting play mode, you will return to the scenes open for editing.
Features:
- Select any scene in the project, and start playing from that scene on every run.
- Start playing from any scene in the project without opening it.
- After exiting play mode, you will return to the scenes open for editing.
- Load any scenes from Build Settings additively at startup.
- Convenient scene filter with CamelHumps support.
- Add scenes to favorites for quick access to them.
- Open scenes without using the project window.
- Integration with Ultimate Editor Enhancer.
- Built-in update system.
Smart Gallery
https://assetstore.unity.com/packages/tools/gui/smart-gallery-278507
Smart Gallery is an elegant, flexible and efficient solution for displaying image, video and audio galleries for your project.
Key features:
- Unique Modular Architecture: Each element of the gallery is a separate module, resulting in extraordinary flexibility of the asset. You can easily customize modules to achieve the design and functionality your project needs.
- Diverse Content Types: Texture, Video, Audio, Remote Texture (from URL, Resources, Streaming Assets or Persistent Data Path), Remote Video, UI Prefab, YouTube Video.
- Easy Extensibility: Modular architecture and a powerful API give you limitless extensibility. You can easily add your own module, transition, or content type to fulfil any needs of your project.
- Very easy to use: Even if today is your first day in Unity, you'll be able to use this.
- Package Contains: 7 viewer styles, 21 modules, 8 transitions.
- Powerful API.
- (optional) Integration with uPano.
- Built-in Update System.
Render Pipelines: Built-in RP, URP, HDRP, Custom RP
Input Systems: Old, New, Both
Platforms: PC, Mac, iOS, Android, UWP, WebGL
Other platforms have not been tested, but most likely Smart Gallery will work well.
Terrain Quality Manager
https://assetstore.unity.com/packages/tools/terrain/terrain-quality-manager-28949
Terrain Quality Manager allows you to change the resolution of Heightmap, Detailmap, Alphamap and Basemap, without losing data.
If you need to increase the quality of terrain, or optimize terrain for better performance, with this tool you can do it.
Features:
- Allows you to change resolution of Heightmap, Detailmap, Alphamap, Basemap and Resolution Per Patch, without losing data;
- Works for single terrain, all terrains in scene, all terrains in project;
- Allows you to scale up and scale down terrain maps;
- Seamless result, when working with multiple terrains;
- Very easy to use.
Tiny Terrain
https://assetstore.unity.com/packages/tools/terrain/tiny-terrain-236464
Tiny Terrain is a lossy Terrain Data compression technology for Unity Terrain Engine, which allows you to reduce the size of the data that Terrain takes in the project many times and significantly reduce the size of your application.
You pay a little CPU time and additional memory usage, but save tens and hundreds of megabytes for each Terrain in the project.
Even though the compression is lossy, in most cases you won't see any visual difference at all.
A very high compression ratio is achieved due to the author's data preparation algorithms and then compression using Brotli.
Even if your build or AssetBundle is already compressed using LZ4, LZ4HC or LZMA, Tiny Terrain will be able to reduce its size. Of course the difference in size won't be as huge as with the uncompressed data, but it's still pretty big.
The asset has highly optimized code using direct memory access, which allows for fast compression and decompression, and minimizes additional memory usage. On average, one Terrain is loaded in about 1 second.
Tiny Terrain is not a 3rd party Terrain Engine, and you can use Unity Terrain API and any terrain tools you like, such as Real World Terrain, Gaia, Vegetation Studio, etc.
Using Tiny Terrain is very easy, and anyone can do it, even if it is their first day using Unity.
Just add Tiny Terrain Loader component to Terrain and click Compress.
If you are an advanced user or programmer, Tiny Terrain has events and API that will help you take full control of the loading process.
Features:
- High compression ratio from 3:1 to 30:1 with no visible difference, and up to 100:1 with visible quality loss;
- Heightmap. Compression from 2:1 to 10:1;
- Alphamap. Compression from 5:1 to 50:1;
- Detailmap. Compression from 5:1 to 20:1 lossless. Note: Unfortunately, I don't have exact information on how Unity Terrain Engine stores detailmaps, so compression ratio is based on my observations;
- Trees. Compression 3:1;
- Holes. Compression from 1000:1 to 10000:1 lossless;
- Minimal visual differences. In most cases, you won't see visual difference at all;
- Does not affect rendering and can be used with any Render Pipeline: Built-in RP, URP, HDRP, custom RP;
- Fast compression and decompression;
- Synchronous, asynchronous and multi-threaded decompression;
- Terrain API and third party tools for Terrain can be used;
- Third party terrain shaders like RTP and GTS can be used;
- API for compression and decompression;
- Built-in update system.
Platforms:
The asset was tested on PC, Mac, Android, iOS, WebGL.
The rest of the platforms have not been tested, but the asset should also work well on them.
https://assetstore.unity.com/packages/tools/terrain/tree-tool-288229
Tree Tool gives you full control over every tree on your terrains.
You can move, scale, rotate, change color and prefab, extract and inject, duplicate and remove trees in just seconds.
You can interact with each tree individually or with multiple trees at the same time.
The tool is very easy to use and you will be able to use it even if today is your first day of using Unity.
It is perfectly optimized and will not slow down the scene even if you have more than 100k trees on terrain.
Tree Tool is also fully compatible with trees created by Unity Terrain Editor or third party assets.
If you want to achieve perfect trees in your project, Tree Tool will be your best and indispensable friend.
Ultimate Editor Enhancer
https://assetstore.unity.com/packages/tools/utilities/ultimate-editor-enhancer-288737
Ultimate Editor Enhancer (ex uContext Pro) is productivity PowerPack that take your workflow in Unity Editor to a next level, simplifies working with content, adds new features to the editor, corrects and improves the editor’s built-in behaviors.
Dramatically improves Hierarchy, Inspector, Scene View and the editor itself.
Adds tools for quick navigation, creation and manipulation of objects.
Key Features:
- Extremely easy to use. Even a beginner can learn how to use it in a couple of minutes. Many features do not need to be learn at all. They are where they should be in the editor out of the box, but for some reason they are missing.
- Suitable for everyone. It doesn't matter what role you have in the project and at what stage your project is. Ultimate Editor Enhancer helps you right now and saves you hours of chores every day.
- Huge number of tools. Over 100 useful tools for everyone in one asset.
- Seamless integration into the editor workflow. Many features are integrated into the editor so that you instantly forget that it was not in the editor out of the box.
- Excellent performance. Ultimate Editor Enhancer is very heavily optimized and has almost no effect on the speed of the editor.
- Fully customizable. If some feature does not fit your workflow, you can adjust or disable it.
- Superbly documented. The asset has full documentation for each feature, and an illustrated Getting Started.
List of tools:
- Standalone Tools: Autosave, Bookmarks, Context Menu, Distance Tool, Editor Icon Browser, Scene Backups, Smart Search, Toolbar;
- GameObject Tools: Add Component by Shortcut, Create GameObject By Drop Script, Collections, Custom Pivot Rotation Tool, Drop To Floor, Duplicate Tool, Group / Ungroup, Missing Script Fixer, Rename + Mass Rename, Move Light Target, Pivot Tool, Rotate by Shortcut, Replace, Select Prefab Instances, Selection History;
- Hierarchy Tools: Backgrounds, Best Icons, Display Errors and Exceptions, Drop Copy Component, Enable/Disable GameObject, Filter by Type, Headers, Highlighter, Odd-Even, Solo Pickability, Solo Visibility, Sort Child GameObjects, Tree;
- Inspector Tools: Align & Distribute in Transform, Camera Align With, Component To JSON, Detect Bounds of Box Collider, Drag from Object Fields, Empty Inspector, Hide Empty Help Button, Hide Preset Button, Inspector Bar, Long Text Fields, Move Above / Below, Nested Editor, Notes, Quick Add Events, Object Field Selector, Open Single Component in Debug Mode, Play Clips in Animator, Saving Component at Runtime, Search By Serialized Fields, Speed in Rigidbody, Transform in World Space;
- Navigation Tools: Fast Zoom In/Out, Frame Selected Bounds, Jump To Point, Quick Preview, View Gallery;
- Scene View Tools: Custom Tool Switcher, Highlighter, Move To Point, Object Placer, Object Toolbar, Quick Access Bar, Selection Bounds, Select As One, Tool Values, Terrain Editor Brush Size, WAILA + Smart Selection;
- Project Tools: Create Animation Clip, Create Animator Controller, Create Custom Editor For MonoBehaviour, Create Folder Button, Create Folder by Shortcut, Create Material Button, Create Material From Shader, Create Material From Texture, Create Script Button, Create Shader Button, File Extensions, Folder Icons, Odd-Even, Play AudioClips;
- Runtime Tools: Stepper, TimeScale Manager;
- Windows Tools: Favorite Windows, Maximize Active Window, Mini Layouts, Recent Windows, Switcher;
- Improve Built-in Behaviours: Change Numberic Field Value Using Arrows, Collapse Children in Tree View, Drag and Drop to Tab, Drag and Drop to Canvas, Enum Field Search, Frame All Points of Curve Editor, List of Values in Curve Editor;
- Built-in Update System.
uPano
https://assetstore.unity.com/packages/tools/integration/upano-126396
uPano (Unity Panoramic Framework) is a universal solution for displaying dynamic and static panoramas, and creating virtual tours.
uPano is very easy to learn and use, and is great for people who do not have programming experience.
Visual Tour Maker lets you create virtual tours in minutes.
In most usage scenarios, you can make interactive panoramas without creating your own scripts.
If you have some very specific purpose, uPano has a powerful and easy-to-use API that will allow you to implement any behavior.
Most of the existing types of panoramas are supported: spherical, cylindrical, cubic panoramas on single or six images, cubemap.
Supported platforms: Standalone, iOS, Android (including Google VR), Universal Windows Platform, WebGL.
Other platforms have not been tested, but most likely uPano will work well.
Additional features:
- Can display textures larger than 8192px using Huge Texture;
- Visual Tour Maker;
- Interactive elements (Hot Spots, Directions) + Visual Editor;
- Lots of built-in actions for HotSpots and Directions;
- Compound transitions;
- Download Google Street View panoramas by ID or location;
- Video panoramas;
- Control with: mouse, touch, keyboard, gyro, compass, UI buttons, UI compass, UI joystick;
- Plugins: Auto Rotate, Downloader, Limits, Multi Camera, Orthographic Camera, Timed Gaze;
- (optional) Integration with Online Maps, Playmaker, Smart Gallery;
- Built-in update system.
Value Observer
https://assetstore.unity.com/packages/tools/utilities/value-observer-266922
Value Observer is an editor-friendly implementation of the Observer pattern.
Contains:
ValueObserver<T> - observes the value change and notifies listeners. Allows to validate the value change.
LinkedObserver<T> - connects observer located in another component and allows to use it as a field of this class.
LinkedValue<T> - connects any Serialized Property of any other component or Scriptable Object and allows it to be used as a field of this class.
LinkedMethod<TResult> - connects any method that returns a value. Editor-friendly equivalent of Func. Supports up to 10 parameters.
Advantages:
- Very easy to use.
- Weak code dependency.
- Completely editor friendly.
- Works in play mode and in edit mode.
- Very short syntax.
- Improves the performance (in cases where you check for value changes in Update or don't check for changes at all).