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
- Import the
.unitypackageyou received into your project (Assetsmenu →Import Package→Custom Package…, or drag the file into the project window). - Leave the import list as-is and click Import. Only the
Assets/StudioRaming/MaskMakersingle folder is installed. - When compilation finishes, open the window via menu StudioRaming → Mask Maker.
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
| Check | Normal state |
|---|---|
| Folder | Assets/StudioRaming/MaskMaker/Editor exists |
| Menu | StudioRaming → Mask Maker item appears |
| Console | No Mask Maker-related compile errors |
| Window header | Language select (한국어/English/日本語) and ? button visible top right |
Supported environment
| Item | Value |
|---|---|
| Unity | 2019.4 LTS ~ 2022.3 |
| Render pipeline | Built-in RP · URP |
| Platform | Editor 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:
| Data | Location |
|---|---|
| Custom shader profiles | <project>/MaskMakerProfiles/*.json |
| Paint auto-save canvas | <project>/Library/MaskMakerAutoSave/ |
Uninstalling
Delete the Assets/StudioRaming/MaskMaker folder. Baked textures and meshes are saved elsewhere in the project, so they won't be deleted.