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// StateMachineEditor.csusing UnityEngine;using UnityEditor;[CustomEditor(typeof(StateMachine))]public class StateMachineEditor : Editor{ public override void OnEnable() { selectMachine = target as StateMachine; if (selectMachine == null) { Debug.LogError("Editor Error: Can not translate selectMach...
If you enable Mipmap Streaming in the Editor for one mode but not the other, entering and exiting Play mode takes slightly longer. Enabling Mipmap Streaming for both modes prevents Unity from unloading and reloading mipmap data, and increases the speed of entering and exiting Play Mode. ...
Custom editor in the Inspector. エディターをカスタムのコンポーネントにアタッチするためにCustomEditor属性を使用できます。 There are multiple ways to design custom Editors. If you want the Editor to support multi-object editing, you can use theCanEditMultipleObjectsattribute. Instead of modi...
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.
r Rectangle in which to draw the preview. background Background image.Description Implement to create your own custom preview for the preview area of the inspector, primary editor headers and the object selector.If you implement OnInteractivePreviewGUI then this will only be called for non-intera...
SetVerticesDirty(); #if UNITY_EDITOR if (UnityEditor.PrefabUtility.GetPrefabType(this) == UnityEditor.PrefabType.Prefab) { return; } #endif m_OutputText = GetOutputText(text); } protected override void OnPopulateMesh(VertexHelper toFill) { var orignText = m_Text; m_Text = m_OutputText;...
"Hello World"; bool groupEnabled; bool myBool = true; float myFloat = 1.23f; // Add menu named "My Window" to the Window menu [MenuItem("Window/My Window")] static void Init() { // Get existing open window or if none, make a new one: MyWindow window = (MyWindow)EditorWindow...
(UnityEngine.Debug).Module.FullyQualifiedName), "../../MonoBleedingEdge/bin/mono"); } #elif UNITY_EDITOR_WIN var mono_path = Path.Combine(Path.GetDirectoryName(Process.GetCurrentProcess().MainModule.FileName), "Data/MonoBleedingEdge/bin/mono.exe"); #endif if (!File.Exists(mono_path)) ...