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Extending Unity with Editor Scripting

You're reading from  Extending Unity with Editor Scripting

Product type Book
Published in Sep 2015
Publisher
ISBN-13 9781785281853
Pages 268 pages
Edition 1st Edition
Languages

Table of Contents (18) Chapters

Extending Unity with Editor Scripting
Credits
Foreword
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. Getting Started with Editor Scripting 2. Using Gizmos in the Scene View 3. Creating Custom Inspectors 4. Creating Editor Windows 5. Customizing the Scene View 6. Changing the Look and Feel of the Editor with GUI Styles and GUI Skins 7. Saving Data in a Persistent Way with Scriptable Objects 8. Controlling the Import Pipeline Using AssetPostprocessor Scripts 9. Improving the Build Pipeline 10. Distributing Your Tools Index

Creating a custom inspector


In this section, we will create the base structure to start using custom inspectors in our project.

Using the CustomEditor attribute

The CustomEditor attribute is part of the UnityEditor namespace and is the way Unity binds an editor script with a specific type of the MonoBehaviour class to modify the way the default inspector works.

Note

To use the CustomEditor attribute, you must place your script inside an Editor folder, or in a folder nested inside an Editor folder.

Create a script called LevelInspector.cs inside the folder Tools\LevelCreator\Editor, and then add the following code:

using UnityEngine;
using UnityEditor;

namespace RunAndJump.LevelCreator {
    [CustomEditor(typeof(Level))]
    public class LevelInspector : Editor {
    
    }
}

The attribute CustomEditor expects a type. In this case, we passed the type Level. Doing this, you will overwrite the inspector of all the Level class instances in Unity.

Your must extend from the Editor class and in this way...

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