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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 of the Level Creator tool


In this section, we will modify the current look and feel of our tool.

Using GUIStyles in our GUI components

The GUIStyle class is part of the UnityEditor namespace, and is used to define the style of a single GUI control, such as a button, a label, or a text area. Most of the methods used to create these GUI components accept an optional GUIStyle parameter to override their default style.

Let's check the current look of the level inspector:

We divided the inspector into four sections, and each one has a title. In the previous chapters, we used something like this to make the text of these labels look different:

EditorGUILayout.LabelField("MyTitle", EditorStyles.boldLabel);

We made all the title texts look bold using the class EditorStyles.

The class EditorStyles contain these GUIStyle instances commonly used by Unity to style their GUI components. Here, we have a huge number of styles available that respect the native Unity look and feel.

Note...

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