Join Jesse Freeman for an in-depth discussion in this video Build a custom window, part of Building Custom Tools to Extend the Unity IDE.
- [Voiceover] So now that we've worked with the Inspector…and building our own custom Editor,…let's take a look at how to build our own Window.…Inside of our Editor folder, let's create a new C# Script.…We're going to call this TestWindow,…and let's open it up in MonoDevelop.…Now, in order to turn this class into a Window,…we're going to need to import the UnityEditor name space.…Next, let's replace MonoBehaviour…with the EditorWindow class.…
Now our TestWindow will extend the EditorWindow.…Let's delete the Start and Update methods,…since we won't be using them.…Now, in order for us to initialize a Window,…we're going to need to create a static method.…In this case, we're going to call it Init.…We're going to link this static method…to an item in Unity's Menu system.…To do this, we're going to create an attribute…called MenuItem, and inside of this,…we're going to pass it a string that represents the path…to where we want our Window to show up.…
Here we'll type out Window,…and then we'll call it Test Window.…Now, before we actually test this,…
- Exposing variables to the Inspector
- Providing attributes to Inspector fields
- Extending the base editor
- Creating custom UI elements
- Modifying the layout of a custom editor
- Building a custom window
- Saving and loading data
- Creating a reorderable list
- Skinning custom inspectors
- Exporting assets as Unity packages
Skill Level Intermediate
Unity 5 2D Essential Training (2015)with Jesse Freeman3h 22m Intermediate
Unity 5 2D: Generate Procedural Terrainwith Dan Violet Sagmiller4h 4m Intermediate
1. Introduction to the Inspector
2. Build Custom Editors in Unity
3. Create Custom UI Elements in Unity
4. Build a Custom Window in Unity
5. Saving and Loading Data in Unity
6. Advanced UI
7. Skinning Custom Inspectors
8. Export Custom Code
Code organization4m 35s
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