--- name: ashwild-database-tool description: Custom UI Toolkit editor window (Tools ▸ Ashwild ▸ Database) to browse/create ItemData & CraftingRecipe and generate prefabs. metadata: type: project --- A custom editor window lives at `Assets/GAME/Script/Editor/Database/` (namespace `Ashwild.EditorTools`), opened via **Tools ▸ Ashwild ▸ Database**. Built with UI Toolkit (first UI Toolkit usage in the project) + a `.uss` stylesheet (`AshwildDatabase.uss`). Pieces: - `AshwildDatabaseWindow.cs` — shell: Items/Recipes tabs, search, list, action bar. - `ItemEditorView.cs` — custom context-aware ItemData form (cards reveal by type). - `RecipeEditorView.cs` — visual ingredient list builder ("A + B = Result" equation strip). - `ItemAssetFactory.cs` / `RecipeAssetFactory.cs` — asset + prefab creation. - `AshwildUI.cs` — shared styled builders (cards, type badges, type colours). **Prefab generation** wraps a chosen source GameObject (model/prefab) as a child of a generated root: world prefab = Pickable layer + auto-fit BoxCollider + `Pickable` (no NetworkObject, see [[pickable-vestigial-networkobject]]); hand prefab = Tools layer + `ToolBehaviour` (mask = Harvestable) + `HeldItemOffset`. Item creation rebuilds the ItemDatabase automatically. Asset folders: items → `ScriptableObjects/Items/`, recipes → `ScriptableObjects/Recipes/`, world prefabs → `Prefabs/Pickable/`, hand prefabs → `Prefabs/Tools/`.