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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

Changing the look and feel using a simpler approach


In this section, we will cover a new approach to customizing the look and feel of our custom tools using the GUISkin asset.

Creating a GUISkin asset

The way we modified the look and feel of the Level Creator tool wasn't complicated, but it requires time and a considerable effort in terms of making modifications in the code and seeing the results we expect. The good news is that there is an alternative approach to achieving the same result using the GUISkin assets.

In Unity, a GUISkin asset is a collection of the GUIStyle instances that can be used in our custom GUI, and it is intended to allow you to apply style to an entire GUI instead of a single component by itself.

The GUISkin class is part of the UnityEngine namespace and extends from the ScriptableObject class. We are going to talk more about Scriptable Objects in Chapter 7, Saving Data in a Persistent Way with Scriptable Objects.

Because of the nature of the GUISkin, which required to...

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