In Part 3 we setup the basis of our simple path/waypoint system, however we still can't use it easily because the gizmos we used are just simple graphics, so in this post we will create interactive tools in the scene view that we can use to control objects, which we will do using Handles. According … Continue reading A Practical Guide To Editor Scripting in Unity – Part 4: Handles
A Practical Guide To Editor Scripting in Unity – Part 3: Gizmos
After talking about inspector attributes in part 2, it is time to switch our focus to the scene view. Most of editor scripting in Unity is changing and dealing with the editor by adding buttons, making UI changes or creating new windows, however, there is a small part of the editor API that allows you … Continue reading A Practical Guide To Editor Scripting in Unity – Part 3: Gizmos
A Practical Guide To Editor Scripting in Unity – Part 2: Attributes
When you are first starting out with editor scripting in Unity, the best thing to starting playing with is the inspector. Being one of the things we interact with the most as Unity developers, it is quite beneficial to be able to change it and generally control it. Lucky for us it is the simplest … Continue reading A Practical Guide To Editor Scripting in Unity – Part 2: Attributes
A Practical Guide To Editor Scripting in Unity – Part 1: Introduction
Game development is a lengthy and highly complicated process that can take months of a developers life for even a small project, therefore any thing that helps improve the workflow and speedup the process is very welcome. Now while modern game engines try to cater to the needs of developers and make their lives easier, … Continue reading A Practical Guide To Editor Scripting in Unity – Part 1: Introduction
Poor Man’s Code Generation
After fixing the performance problems of the Visual Item Database, I decided to start dealing with a very annoying problem that has haunted me was for as long as 'Categories' have existed, which is the fact that in order to add or remove a category from the database you have to jump into code and … Continue reading Poor Man’s Code Generation
Performance Critical Editor Tools and Serialized Objects
Of all the awesome features in Unity, I find the ability to script the editor and make it do what you want using almost the same tools and API that the original developers used to make it one of the best features available to developers using Unity. Almost anything you can think of has been … Continue reading Performance Critical Editor Tools and Serialized Objects