Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
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

Arrow left icon
Product type Paperback
Published in Sep 2015
Publisher
ISBN-13 9781785281853
Length 268 pages
Edition 1st Edition
Languages
Tools
Arrow right icon
Author (1):
Arrow left icon
Angelo R Tadres Bustamante Angelo R Tadres Bustamante
Author Profile Icon Angelo R Tadres Bustamante
Angelo R Tadres Bustamante
Arrow right icon
View More author details
Toc

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

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...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime
Banner background image