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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

Overview


The Inspector window displays detailed information about all the attached components and scripts of the currently selected game object. The following is an example of how the Inspector window looks. In this case, we are using the HazzardSpikes level piece prefab from Run & Jump.

You can use the inspectors to change properties and exposed variables from a component or script; at runtime, you can use them to find the right combination of values for your video game.

In a script, if you define a public variable of an object type (such as GameObject or Transform), you can drag and drop a game object or prefab into the inspector to make the assignment.

In this chapter, you will learn how to create custom inspector by following our own specifications and not the Unity default ones. In this case, we will work over the Level class inspector to make it part of the Level Creator tool workflow.

Defining the chapter goals

In this chapter, we will improve the Level class and use it to save the...

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