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Extending Unity with Editor Scripting

You're reading from   Extending Unity with Editor Scripting Put Unity to use for your video games by creating your own custom tools with editor scripting

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Product type Paperback
Published in Sep 2015
Publisher
ISBN-13 9781785281853
Length 268 pages
Edition 1st Edition
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Author (1):
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Angelo R Tadres Bustamante Angelo R Tadres Bustamante
Author Profile Icon Angelo R Tadres Bustamante
Angelo R Tadres Bustamante
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Table of Contents (12) Chapters Close

Preface 1. Getting Started with Editor Scripting 2. Using Gizmos in the Scene View FREE CHAPTER 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

Chapter 4. Creating Editor Windows

Most of the interactions you have with Unity when you use the Scene View, Game View, or Project browser will be across editor windows. When you need to have some kind of interaction that is not directly related to one specific object instance, the usage of a editor window feels more natural compared to a custom inspector.

Unity allows you to create editor windows using the EditorWindow class, giving you an alternative way to create user interfaces for your tools.

Here, you will learn how to create an editor window and customize it to build a Palette to display the level piece prefabs available in Run & Jump in order to be used by the Level Creator.

In this chapter, we will cover the following topics:

  • The EditorWindow class
  • The AssetDatabase class
  • C# events
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