Editor Scripting can help you customize and extend the Unity editor to make it easier to use on your projects. This tutorial covers the basics of editor scripting, including building custom inspectors, gizmos, and other Editor windows.
In this tutorial, you’ll set the default script editor (IDE) to use with scripts in Unity Editor.
Now, go back to the Unity editor and choose theCubeobject in theHierarchywindow again. On theInspectorwindow, you should find that the Public variable you've created is now visible under the new script you added to the cube. Change the Y value to1, and then press the Play button on th...
Create a new C# script named StarInspector in the Editor folder. Make it a custom editor with a straightforward GUI method, just like we did in the Custom List tutorial. using UnityEditor; using UnityEngine; [CustomEditor(typeof(Star)), CanEditMultipleObjects] public class StarInspector : Edi...
其创建过程还是在Editor文件夹下创建一个继承自ScriptWizard的脚本,调用ScriptWizard.DisplayWizard方法即可生成并显示这个窗口,点击右下角的Create会调用OnWizardCreate方法: public class TestScriptWizard: ScriptableWizard { [MenuItem("CustomEditorTutorial/TestScriptWizard")] ...
5.Loading and Saving via Editor Scripthttps://unity3d.com/cn/learn/tutorials/topics/scripting/loading-and-saving-editor-script?playlist=17117已看 6.Game Data Editor GUIhttps://unity3d.com/cn/learn/tutorials/topics/scripting/game-data-editor-gui?playlist=17117已看 ...
MenuItem 与 EditorWindow ScriptableWizard ScriptObject Attributes AssetProcess OnDrawGizmos OnDrawGizmos是在MonoBehaviour下的一个方法,通过这个方法可以可以绘制出一些Gizmos来使得其一些参数方便在Scene窗口查看。 比如我们有一个沿着路点移动的平台,一般的操作可能是生成一堆新的子物体来确定和设置位置,但其实这样会有...
1. 确认是否安装了“使用unity的游戏开发” 如果你已经有了下载安装了unity,那么不需要安装unity编辑器。选择但各组件再次确认是否安装了VS Tool forUnity,如果没有那么安装一下。 2. 是否正确设置了unity的默认编辑器选择ExternalTools ->ExternalScriptEditor-> VS2017或者 ...
This tutorial has been superseded by Runner 2. You're assumed to know your way around Unity's editor and know the basics of creating C# scripts. If you've completed the Clock tutorial you're good to go. The Graphs tutorial is useful too, but not necessary. Note that I will often om...
Your script editor should look like this. MoveAroundP2 wrote: var speed= 3.0; varrotateSpeed = 3.0; function Update() { var controller:CharacterController=GetComponent(CharacterController); // Rotate around y - axis transform.Rotate(0,Input.GetAxis("HorizontalP2") * rotateSpeed...