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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

Preparing the environment


Before we start playing with Scriptable Objects, we are going to play with the gravity of a custom level an see what happens.

Updatable gravity in levels

Right now, if you want to adjust the gravity of a level you must to make the changes before pressing the Play button in order to see results.

The Level class has a method called SetGravity, which is responsible for taking the value of the gravity property and applying it to the Physics 2D settings in Unity. You don't need to take care about how this is implemented. The only thing we must to do is to integrate this in the custom inspector we created for the Level class, so each time the gravity value changes, the SetGravity method will take care of the rest.

Let's update the LevelInspector class to achieve this. At the end of the DrawLevelDataGUI method, add the following line of code:

_myTarget.SetGravity();

This method checks the value of the gravity and updates this if necessary. Pretty simple!

Playing with gravity

Using...

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