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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

Working with layouts


We have explained the EditorGUILayout and GUILayout class, which have several GUI elements that adapt automatically to the inspector following the layout restrictions. By default, all these elements stack in a vertical way, so the first element you call in your code is on the top of the inspector and the last one at the bottom.

You can manipulate how these elements are displayed using a few methods from the EditorGUILayout class. We will explore the ones that place elements in horizontal and vertical ways.

To place your GUI elements in a horizontal way, you need to use a couple of methods from the EditorGUILayout class, as follows:

EditorGUILayout.BeginHorizontal();
// GUI element 1
// GUI element 2
// GUI element 3
EditorGUILayout.EndHorizontal();

You will get something like this:

To place your GUI elements in a vertical way, you need to use a couple of methods from the EditorGUILayout class, as follows:

EditorGUILayout.BeginVertical();
// GUI element 1
// GUI element 2...
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