Null Bolt
Studio
editor

Editor windows

One main window with four tabs, a setup wizard, and inspectors that preview instead of making you guess. Menu root: Window ▸ NullBolt ▸ Item Generator System.

The menu map

Menu entryDescription
Open WindowThe main 4-tab window (Generate / Templates / Browser / Configuration).
Setup WizardThe four-step first-run wizard — re-runnable any time.
Generate Example ContentRegenerates the full example set (your Icons folder is preserved).
Build Demo SceneProcedurally rebuilds Demo/DemoScene.unity.
Regenerate Demo FontsRebuilds the demo’s SDF font atlases via the Font Asset Creator.
Check Required PackagesRe-runs the UPM dependency check.
// note
On builds prior to the current release the root was WindowItem Generator System — same entries, one level up. Update-safe: nothing else moved.

Generate tab

Covered in the quick start: template or type+sub-type selection, rarity, seed control (random or fixed), batch slider up to 100, and an output-folder field. Preview rolls without saving; GENERATE writes ItemDefinition assets and pings them. Invalid setups print a readable reason in the preview pane ("Cannot generate: Select a Rarity.") instead of failing silently. The preview card is rendered with the same palette and layout as the runtime demo card — what you preview is what players see.

Templates tab

A searchable list of every ItemTemplate with a full embedded inspector — + New Template creates one without leaving the window. Detailed on the content page.

Browser tab

Every generated ItemDefinition in the project, as a table: rarity-colored name (click to ping), rarity, type, affix count, and sell value, with name search and multi-select. Delete Selected removes assets after a confirmation — that delete is not undoable, it's a real AssetDatabase deletion.

The Browser tab listing generated items with rarity colors
Browser tab — audit every roll in the project, cull the duds in bulk.

Configuration tab

Home of the GeneratorSettings asset: an embedded inspector, a content summary (counts per definition kind), and the two buttons you'll actually use — Auto-Discover Content (scans the project and registers every stat, rarity, type, sub-type, affix, template, and name config) and Run Validation, which lists color-coded errors/warnings with click-to-ping.

The Configuration tab with content summary and validation
Configuration tab — auto-discover after adding content; validate before shipping.

Custom inspectors worth knowing

AssetDescription
ItemDefinitionRenders the full Diablo-style card in the inspector, plus a read-only Generation Metadata foldout (seed, version, timestamp, source template).
ItemSubTypeDefinitionA "Resolved Inheritance Preview" foldout showing exactly what generation will use after inheritance resolves.
ItemTypeDefinitionLists every sub-type using this type, with Select buttons.
RarityDefinition / AffixDefinition / ItemTemplateColor-coded headers and summary boxes — affix count, gating, allowed rarities — before the default fields.

The demo scene

Demo/DemoScene.unity is the runtime showcase: template / rarity / chest-size dropdowns, Generate for one item, Open Chest for a 4–16 item haul, Copy Seed to put the last seed on your clipboard, and a status strip showing seed + count. It reads templates from your GeneratorSettings at runtime, so it stays current after you regenerate or add content. The chest roll pairs templates with compatible rarities automatically (a template without a legendary effect never rolls a legendary-requiring tier).

The demo scene in Play mode with generated item cards
The demo scene in Play mode — dropdowns up top, cards center, seed readout below.