In this first appendix, we’re going to take a look at how to add options to various menus within Unity to provide easy access to custom functionality that we have written. Menus are pretty simple, so this should be a relatively short post – let’s get started!
Now that I’ve covered all of the major topics in my Unity3D Custom Editor series, I wanted to make a post to consolidate links and resources so there’s an easy ‘one stop shop’ to access information from the series. Enjoy!
Whew, 9 posts later and here we are at the last major topic in my Unity3D Custom Editors series! Today we’ll be talking about EditorWindows – a window inside of Unity that we can use to do whatever we want!
So far, we’ve talked about some simple ways to add information and logic to components within the Unity editor, but so far everything has been about tweaking certain fields within the default inspector, but what if you wanted to have full control over how your component draws in the inspector? Today we’ll be covering CustomEditors, which do just that!
In Part 2 of this series, we looked at some Attributes built into Unity that allow us to customize how fields show up in the inspector. In this post, we’re going to look at how to write our own PropertyAttributes, which combined with PropertyDrawers will let us apply custom displays and custom logic to specific fields in the inspector.
Welcome back to my series on writing custom editors in Unity3D. In this post, we’ll finally write our first custom editor – a PropertyDrawer. First though, we’ll need to take a quick look at two more helper classes we can use: SerializedObject and SerializedProperty.
Welcome back to my series on making Custom Editors in Unity3D. Until now, we’ve been looking at ways to customize and add information to the editor without much custom code, but today we’re going to start getting into the nitty gritty of the tools we’ll be using in the UnityEditor namespace.
The third and final piece of ‘Simple Customization’ that I’m going to talk about in this post are Gizmos. If you’ve ever noticed the Camera or Light icons that appear in the scene view, you’ve already interacted with them! Read more
Serializable Classes are great for categorizing data inside of your MonoBehaviors, but what if you want to change the way that certain variables are displayed/edited in the inspector? Well, you’re in luck! Read more
One of the simplest things that you can do to organize data inside of a MonoBehavior is to put data into serializable classes, using them as categories or folders, instead of putting the data directly on the MonoBehavior itself. Read more