Skip to main content

Create Unity Custom Editor - Basics (Part 3)

In the previous lesson we covered the core structure of our project and now we are ready to create our own custom inspector.

In this lesson we will link our custom inspector script with our monobehaviour script.

So lets get started

1) Create a new GameObject inside the hierarchy and attach the TestScript that we created in the previous lesson.
















2) Now open the TestScript and write the following code inside it



3) Now go back to Unity and see the inspector window and you will notice two GUI elements that gets populated(Since the variables in our script our marked as public so those variables gets exposed in the inspector window in the form of GUI elements)












Now lets link our editor script with our current test script.

4) Open the TestScriptEditor and write the following code inside it


Notice a few things we added
  • A new using statement called UnityEditor as this is required to create a custom editor script.(This will allow us to get access to all the core classes that unity has provided us to build custom editors and custom windows)
  • A custom editor attribute on top of the class name to tell that it is going to be our custom editor of the type TestScript.(This will link the current editor script with our TestScript)
  • Instead of extending from Monobehaviour now we extend the class from Editor as it contains core methods which will help us in overriding stuff onto inspector.
  • We create a variable of type TestScript and assign to it the instance of the editor script which is stored inside the target variable which is of type object so we need to cast it to the proper type.
  • We implemented a method called OnInspectorGUI() which basically overrides the default inspector created by unity.
  • Writing the code DrawDefaultInspector() inside the OnInspectorGUI() method shows us the default inspector again that Unity has created.
5) Now go back to unity and we see nothing has changed but now we have linked our custom editor script with our test script and we can now have a better control over the inspector.

6) To test it. Remove the line DrawDefaultInspector() from the code and then check the inspector again you will see that both the public fields which were exposed are no longer visible.

So this ends with the part 3 of this lesson.

In the next lesson we will actually start adding some cool stuff to our custom editor we just created.

So lets head towards the next lesson

Comments

Popular posts from this blog

Create Unity Custom Editor - Basics (Part 4)

In the last lesson we linked our custom editor script with our test script. In this lesson we are going to create some custom GUI elements. So lets get started with that 1) Jump to the Editor Script and comment out the DrawDefaultInspector() so that we can start adding our own custom elements Lets get started with introducing some GUI elements that we can create inside the inspector The most basic one is a label 2) We will be using EditorGUILayout class to show our label inside the inspector. This class has got tons of other types of functions which you can use Goto this link and checkout the other functions available inside the EditorGUILayout class. I would recommend to spend sometime on those functions provided and try to implement all of those so that you can get an idea of how you can use different GUI elements to represent custom inspectors. 3) Now when we go back to unity we will see a label showing inside our inspector. Now this concludes that ...

Build Optimization Editor Tool(Android)(WIP)

Note: This version works only with Unity 5.0+ Have you faced problems when dealing with multiple audio files and changing their settings to optimize the build size. Now, with this editor script you can optimize the audio files in the assets folder by selecting only those files which needs modification. In future update you can optimize texture settings for android as well. Current Version -Audio Compression Upcoming Version -Support Texture Compression Download Plugin Here