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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


An editor window is used as a base to display the GUI and support all the user interactions for a specific functionality. In Unity, most of the graphical elements you see are rendered over an editor window, and these can float freely or can be docked as a tab; these can be simple or complex depending of what they need to achieve. See the editor window in the following screenshot:

All the editor windows extend from the EditorWindow class, which is to be used in order to create our own custom editor windows.

In this chapter, you will learn how to create a custom editor window implementing a Palette, a window that will display the level piece prefabs of the video game.

Defining the chapter goals

In this chapter, we will improve the way a level designer searches for a level piece prefab to use it on a level in the Level Creator tool. Instead of using the Project browser, we will create a Palette using the EditorWindow class.

The goals here are:

  • Implementing a category system

  • Getting a reference...

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