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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

Customizing the Scene View


In this section we are going to take a look how to create a custom GUI in the Scene View and change its default behavior.

Using the OnSeceneGUI message method

To start rendering a GUI in Scene View, we are going to make use of a message method part of the Editor class, OnSeceneGUI.

In terms of GUI creation, we can make use of all the techniques we learned in the previous chapters working with custom inspectors and editor windows. In this case, we are going to use a toolbar component like the one used in the Palette window to simulate the tabs.

To see how this works, we are going to create a toolbar attached to the left top corner of the scene view. Each item of this toolbar will be one of the possible modes.

Let's add this method with the following code inside the LevelInspector class:

private void DrawModeGUI() {
    List<Mode> modes = EditorUtils.GetListFromEnum<Mode>();
    List<string> modeLabels = new List<string>();
    foreach(Mode mode...
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