Variant Studio XL is the ultimate solution for customizing your Prefabs, Components, and Scenes in Unity.🔗 Documentation | Discord | Youtube | Email | WebGL Skate Demo🥝 What is VARIANT STUDIO XL?Whether you're looking for an alternative to Prefab/Material Variants or Editor Presets, Variant Studio XL streamlines the process, allowing you to create and manage variations effortlessly. Skip the headache of writing a script for every little detail.Our tool helps you cut down on repetitive work and spend more time fine-tuning what really matters in your project. Easily set up and manage Prefabs, Components, and Objects variants in Unity.Meshes, materials, and references of any kind can be swapped out, environment lighting changed, prefabs instantiated, audio clips played, Unity events triggered, and component values tweaked on the fly. VARIANT ANYTHING !!!Variant Studio XL is built to be Flexible. It lets you break down your data into parts you can reuse, which makes it easier for teams to work together.Configurations can be applied to children or other instances in a scene. Variant targets can be resolved at runtime using specific tags, IDs, or types and can be extended for custom needs.Whether you're making Games, working on Industrial Projects, building things like Product Configurators for online stores, or tackling other creative tasks, our versatile tool opens up all sorts of options for you. No coding required!🐐 Common Use CasesCharacter CustomizationProduct Configurator (Car Tuning, Product Showcase, Weapon Attachments, etc)Scene Composition (Layout, Cutscene, Mission / Quest Setup)State and Transitions (Weather System, Trigger Animations, Audio & Lighting Cues, UI Menus)Props InteractionsFast Prototyping⚒️ Core FeaturesConfigurable ContextsCreate nondestructive configurable GameObjects and Scenes across all scales, in both Editor and Runtime using a minimal or advanced setup.Auto-CaptureCapture any variables and shader properties when editing components from the inspector like string, bool, int, float, double, AnimationCurve, Color, Gradient, References, and way more! Including Unity and custom scripts.Modular DataDesign reusable systems by combining Components and Scriptable Objects within Configurable Contexts to share Targets, Rules, Variants, and Configurations across your project. This modular approach allows you to trigger events across multiple contexts through shared dependencies, while maintaining the flexibility to modify components at runtime.VariantsCreate targeted property modifications by associating Property scripts with specific groups of objects. Each Variant leverages Target Groups and Property Paths to dynamically modify object values. These modifications can affect any Unity component, from GameObjects, Transforms, Renderers, Colliders, and MonoBehaviours. Beyond object modification, variants can also trigger events or actions without requiring specific targets.Target GroupsTargets can be assigned or resolved dynamically in both Editor and Runtime. Find them by Types, Tags, and more.MetaSetsLocalize your data and add extra assets to your VariantSets and Variants. Use thumbnail, color, name, description and more for your runtime UI.ConfigurationsConfigurations are a list of pre-selected VariantSets and Variants that can be applied to a single or multiple Configurable Contexts. They can also be executed at different times like on Awake, Start, Update or Fixed Update.Rules & ConditionsDefine Rules for VariantSets, Variants, Target Groups or Property scripts to determine if they can be applied when conditions are met. Create interactivity, control customization possibilities or execute events in different scenarios like Quests, Achievements, App Settings, etc.AvailabilitiesIn-game content can be unlocked or marked as unavailable depending on the player's region, progression, platform, etc. Dynamically change state of your contexts by enabling or disabling VariantSets and Variants.TweeningAnimate and blend properties combining different variants using Tween Events or Unity Timeline tracks. Select variants on the fly and switch from one state to another instantly. Blend Gradients and AnimationCurve keys!Thumbnail GenerationAutomatically generate VariantSets and Variants thumbnails texture based on the scene view camera position/rotation.ExtensibilityThis solution was developed with flexibility and simplicity in mind, by Unity developers for Unity developers. Create or extend Property scripts, Target Group Resolvers, Conditions and Editor UI using our User Guide and examples. Full C# Source Code Included!SupportBuying our tools means you will get all future updates and support at no additional cost. One-time payment, perpetual license!If you have any questions, please join our Discord Server or send us an email.🧰 CompatibilityEditor Undo/RedoWorks in Editor and RuntimeWorks on All Platforms and All Render PipelinesWorks on IL2CPP and Mono scripting backendSupported on Unity 2021.x and Above (Unity 6 ready)🎉 Third Party ExtensionsSOAP - ScriptableObject Architecture Pattern: property scripts (set target values using SOAP variables, Raise Events), Rule (compare values), Update SOAP values from reference.FEEL: property change detection & scripts (play, stop, set variables, etc.)DOTween: context/configuration tweening & property scriptsPlaymaker: FSM context & configuration actions, Get/Set (variables, events, states).Visual Effect Graph: property change detection & scripts (play, stop, set bool, float, string, etc.)Post Processing: property change detection & scripts (set values, objects, etc.)📦 Demos IncludedBedroom (Built-in, URP and HDRP)Weapon Switching (URP)Customizable skateboard (URP) WebGL Skate DemoInstantiate & Resolve targets (URP)Timeline Transition & Tweening (URP)Variant Zone Triggers (URP)Create Context at Runtime (URP)Interactive Door - Rule & Conditions (URP)CompatibilityWorks in Editor and RuntimeWorks on All Platforms and All Render PipelinesWorks on IL2CPP and Mono scripting backendSupported on Unity 2021.x and Above (Unity 6 ready)Support both Dark and Light Editor themeAuto-Capture LimitationsAuto-Recording (Editor): functionality is designed to operate with a single selected inspector/GameObject at a time for performance purpose covering most of the properties. However, it can also record simultaneous GameObjects (up to ~50), like Position, Rotation, Scale and Active State. This feature is also only available within the Editor.