Unity runs out of sight while the game streams. One click shows the real editor window of the same running instance, instantly, and one more hides it.
Batch-mode tools give you a log file, and fixing anything means opening the project and waiting through the import. Here the instance is a complete Unity editor, every extension intact, with its windows suppressed at the OS level while its game streams into the app.
Reveal shows those windows. Nothing is started, so:
An agent's fix hot-reloads into the running session. You play it, spot a bad collider, reveal the editor, fix it in the Inspector, hide it and keep playing, all in one Play Mode session.
Only Unreveal leaves a 50-pixel strip of the app with a hide button. Minimal Clones docks the editor beside the player panels with a width slider. Default maximizes it. Hiding restores your app window.
The app is also Unity's external script editor, so double-clicking a .cs file opens it in the app.
For a few Inspector values, the Tuner does it inside the app on the hidden editor. Reveal covers the rest, from custom editor windows to the Animator graph.
InstantA window show, not a launch. No relaunch, no import wait.
Keeps runningThe game keeps its pace; input moves to Unity's Game view while revealed.
The real editorEvery window and third-party extension behaves normally.
macOS · Windowswinhook.dylib on macOS, unityhook.dll on Windows.
The hidden instance is a full Unity editor with its windows suppressed at the OS level. Reveal shows them. It is the same process, so nothing relaunches, the domain stays loaded and Play Mode keeps running.
No. Showing a window doesn't touch the Unity process, so nothing restarts or recompiles.
A hidden editor that is still the real editor, one click from the Inspector.