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Installation

By the end of this page you'll know how to import Mask Maker into your project, open the window, and verify it's installed correctly.

Steps​

  1. Import the .unitypackage you received into your project (Assets menu → Import Package → Custom Package…, or drag the file into the project window).
  2. Leave the import list as-is and click Import. Only the Assets/StudioRaming/MaskMaker single folder is installed.
  3. When compilation finishes, open the window via menu StudioRaming → Mask Maker.
Don't skip items in the import list

Mask Maker's Editor scripts and built-in stencil images reference each other. Importing only part of it causes compile errors. Import everything; if you don't need it later, delete the folder as a whole.

Verification​

CheckNormal state
FolderAssets/StudioRaming/MaskMaker/Editor exists
MenuStudioRaming → Mask Maker item appears
ConsoleNo Mask Maker-related compile errors
Window headerLanguage select (한국어/English/日本語) and ? button visible top right

Supported environment​

ItemValue
Unity2019.4 LTS ~ 2022.3
Render pipelineBuilt-in RP · URP
PlatformEditor only (nothing is included in builds)

Mask Maker is an Editor-only tool. Only the baked textures and mesh assets remain in the project; the tool itself doesn't go into builds. After work is done, you can delete the folder and baked results will still work.

Changing language​

In the dropdown top right of the window, select 한국어 / English / 日本語. The choice is saved to the editor and persists next time you open. Tooltips, guides, and help all switch together.

Updates​

New versions are imported the same way, overwriting the old. Two things you create are outside Assets and won't be deleted by updates:

DataLocation
Custom shader profiles<project>/MaskMakerProfiles/*.json
Paint auto-save canvas<project>/Library/MaskMakerAutoSave/

→ Settings and presets

Uninstalling​

Delete the Assets/StudioRaming/MaskMaker folder. Baked textures and meshes are saved elsewhere in the project, so they won't be deleted.

Next​

→ First mask