Common components like MeshRenderers or Camera could have a custom editor which would hide the unused features and potentially could hardcode states for unused features.
For an example: Disable "occlusion culling" since this setting is not considered in the conversion.
Potentially the original editor could be rendered in a foldout under it, just for clarity.
Code of a custom inspector which renders the original inspector made by unity AND has the ability to render anything before and behind it.
https://gist.github.com/ChrissTman/bebf9fefd525019454235ceb1f6fb020
Obviously, the custom editor would have to check for the presence of the Needle component in the scene which hopefully wouldn't be too expensive.
Might be a nice streamline and would be simpler to understand supported and unsupported unity/needle features.
Common components like MeshRenderers or Camera could have a custom editor which would hide the unused features and potentially could hardcode states for unused features.
For an example: Disable "occlusion culling" since this setting is not considered in the conversion.
Potentially the original editor could be rendered in a foldout under it, just for clarity.
Code of a custom inspector which renders the original inspector made by unity AND has the ability to render anything before and behind it.
https://gist.github.com/ChrissTman/bebf9fefd525019454235ceb1f6fb020
Obviously, the custom editor would have to check for the presence of the Needle component in the scene which hopefully wouldn't be too expensive.
Might be a nice streamline and would be simpler to understand supported and unsupported unity/needle features.