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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

Summary


In this chapter, we learned how to create custom inspectors.

The CustomEditor class is part of the UnityEditor namespace and it's necessary to make a class a custom inspector. This class must inherit from the Editor class and must be nested in an Editor folder in order to work.

An inspector, such as a MonoBehaviour class, has its own message method. These events are OnEnable, OnDisable, and OnDestroy. To make changes to the GUI, you must override the method OnInspectorGUI.

There are several classes to add the GUI in the inspector: the EditorGUILayout and EditorGUI classes are similar, with the only difference being that the first one auto adapts the GUI elements based in a layout, and the second one requires the specification of a rectangle to be used as a container of the element.

There is a class called GUILayout, with generic GUI elements that can be used in a video game or editor context. The Button method is part of this class.

It's important to review the API reference of these...

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