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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

Understanding how an inspector works


Every time you attach a MonoBehaviour script to a game object, all the public variables in that script are automatically exposed in the inspector. This means you can change the values directly from there and also these values are serialized.

Note

Serialization is the process of converting an object into a stream of bytes in order to store the object or transmit it to memory, a database, or a file. Its main purpose is to save the state of an object to be able to recreate it when needed.

Making your variables public is not the only way to expose them in the Inspector. An alternative is using the SerializeField attribute, like in the Level class variables, so independent of the access modifier of the property (public, private, protected, or internal), this will be exposed and serialized without exception.

In specific scenarios, you might want to have a public property to be serialized without exposing it in the inspector. For this, you must use the HideInInspector...

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