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

Adding the final details to Level Creator


The Level Creator is almost ready, but before finishing this chapter, let's make a few improvements to make this tool better.

Using hiding flags

Currently, each time we paint pieces on the level, they are created and nested in the level game object. We are still able to access the objects directly; this means it is possible to move a piece by error outside the grid. Let's take a look at the following screenshot:

To control the visibility of the level pieces in the hierarchy, we are going to use HidingFlags, bit masks that control object destruction, saving, and visibility in inspectors. Here is a list of available flags that could be applied to Unity objects:

  • None: A normal and visible object. This is the default.

  • HideInHierarchy: It does not appear in the hierarchy.

  • HideInInspector: It is not visible in the inspector.

  • DontSaveInEditor: It is not saved to the scene in the editor.

  • NotEditable: It is not editable in the inspector.

  • DontUnloadUnusedAsset...

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