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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, you learned about how to use gizmos and continued working with the features of the Level Creator tool by implementing a gizmo grid with an snap to grid feature.

The Gizmos class is part of the UnityEngine namespace and allows you to create visual aids in the Scene View to work with our scripts.

To render gizmos, we must implement the OnDrawGizmos and OnDrawGizmosSelected methods in our MonoBehaviour classes, and call methods of the Gizmos class to draw the visuals. When it is not possible to access the code of the MonoBehaviour class to implement these methods directly, an alternative way is to use the DrawGizmo attribute, allowing you to implement the gizmo logic in a second class.

When you work with gizmos, you can change they color and the matrix used to be rendered. To achieve this, you need to overwrite the variables Gizmos.color and Gizmos.matrix, respectively. Because these variables are static, it's recommended to always save the current value of the variables...

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