Custom Editors in Unity3D – Part 1: Introduction

As promised, here is the first of several posts from my upcoming Unity3D Custom Editor Talk.  In this post, I’ll try to give a bit of  an introduction, and go over a few simple ways to add some behavior to the editor without much custom code.

First off – why would you want to add custom functionality to Unity’s editor?

There are a multitude of reasons, ranging from simple things like ‘the inspectors for some components are getting unwieldy’ and ‘I want to enforce simple logic on my data,’ to much more complex things like ‘I want to build a tool to edit custom data files’ or ‘I want to automate/streamline/add consistency to frequently used processes’.  Throughout this talk/series, I’m going to try to go through things starting with the simpler options and work our way up to the more complex tools/use cases.

That being said – let’s get started by taking a look at using Serializable Classes to organize data in a MonoBehavior!

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