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Editor Menu Reference

Every command LoL Engine adds under the Unity Tools > LoL Engine menu, what it does, and when to use it.

Unity: 6000.0+ — for the current engine version see package.json or CHANGELOG.md


Overview

Installing LoL Engine adds a Tools > LoL Engine menu to the Unity Editor. The commands fall into three groups:

  • Everyday tools you use while building a game — the Setup Wizard, config creators, and validators.
  • Audio and Addressables helpers that prepare mixer and Addressable groups.
  • Package-development tools used to build and toggle the bundled samples. Game projects rarely need these — samples ship pre-built.

The Tools > LoL Engine menu expanded


Setup and Configuration

Setup Wizard

Tools > LoL Engine > Setup Wizard

Opens the five-step Setup Wizard: choose a service profile, pick an output path, create the config assets, wire up a scene initializer, and validate the result. This is the recommended starting point for a new project. See the Setup Wizard page for the full walkthrough.

Save System

Command What it does
Save System > Create Default Config Creates a default SaveConfig asset for the save/load pipeline. See Data Persistence.

Localization

Command What it does
Localization > Create Localization Config Creates a default LocalizationConfig asset.
Localization > Create String Table Template Writes a starter translation-table CSV (Key,Context,<languages>) you can fill in.
Localization > Create Asset Folders Creates the Resources folder layout the localization system expects (localized text, images, audio).
Localization > Split CSV by Language Splits a monolithic table CSV (Key,Context,English,French,...) into per-language files (StringTable_English.csv, StringTable_French.csv, ...), each containing only Key,Value. The provider loads per-language files first and falls back to the monolithic CSV.

See Localization for the full system, and Localization Migration for moving from the legacy API.


Validation

These commands report problems in the Console and are safe to run from a build script for CI.

Command What it does
Validate Dependencies Checks that required packages, configurations, and setup are present for the engine to operate. Reports missing pieces in the Console.
Validate Localization Tables Confirms that every key in each localization CSV exists in all of that file's language columns, logging an error per missing translation. Returns silently when all tables are complete.

Audio and Addressables

These helpers prepare a project that loads audio through Addressables. They require the Addressables package and, for the mixer commands, a selected AudioMixer asset.

Command What it does
Audio > Apply Default Mixer Settings Applies the engine's default settings to the AudioMixer selected in the Project window. Shows a prompt if no mixer is selected.
Audio > Setup Addressable Groups Creates Addressable groups Audio_Music, Audio_SFX, Audio_UI, and Audio_Voice (LZ4, packed separately), creating the Addressable settings asset first if needed.
Audio > Mark Audio Assets as Addressable Scans Assets/Audio, Assets/Sounds, and Assets/Music for AudioClips, registers each as an Addressable addressed by file name, and labels it by folder (Music / SFX / UI).
Audio > Create Audio Snapshot - Normal Placeholder command — a starting point for authoring an AudioMixer snapshot for normal gameplay. It requires a selected AudioMixer and does not modify it by default; add your own snapshot logic.
Audio > Create Audio Snapshot - Paused Placeholder command — a starting point for a "paused" AudioMixer snapshot (for example, ducking music and emphasizing UI). Like the Normal command, it is a stub for you to extend.

See Audio and Resource Management for how audio loading and Addressables fit together.


Debugging Windows

Command What it does
Object Pools Opens a window that lists the active object pools and their counts at runtime. See Object Pool.

Samples (Package-Development Tools)

Game projects import the bundled samples — including pre-built demo scenes — from Package Manager > LoL Engine > Samples. The commands below are for engine development: building those scenes and toggling sample visibility before publishing. You normally won't need them in a game project.

Command What it does
Create Sample Scenes Builds the demo .unity scenes under each samples folder, each fully wired with its own initializer and config. Run with samples visible.
Create Sample Scenes (Notification Only) Builds just the Notification demo scene.
Import Sample > Deterministic RNG (Override) Force-imports the Deterministic RNG sample when a Package Manager import is stale or partial.
Samples Visibility > Hide Samples (publish-ready) Renames Samples/ to Samples~/ (the UPM hidden-folder convention) so samples are excluded from builds — the correct state for Asset Store distribution.
Samples Visibility > Show Samples (dev mode) Renames Samples~/ back to Samples/ so the scenes are openable and editable in place.