You can certainly have classes with constructors, just not directly in scripts inheriting from MonoBehavior, which happens to be all the top-level scripts assigned to any GameObject. Those scripts can, however, call constructors for other objects all they want: XML Copy // Assume this ...
All classes inheriting from UnityEngine.Object, for example GameObject, Component, MonoBehaviour, Texture2D, AnimationClip. All basic data types, such as int, string, float, bool. Some built-in types, such as Vector2, Vector3, Vector4, Quaternion, Matrix4x4, Color, Rect, LayerMask. Arrays ...
If you want to create a custom UnityEditor.Editor for your components and still use Toolbox-related features be sure to inherit from the Toolbox.Editor.ToolboxEditor class. More details (e.g. how to customize properties drawing) you can find in the HOWTO document. using UnityEditor; using...
Select the active debug target from a list of saved or recently-used debug targets (See Options dialog). Create function breakpoints on MonoBehavior methods and apply them to multiple MonoBehavior classes. Support Make Object ID in the debugger. Support breakpoint hit count in the debugger. Supp...
AdvancedDropdown Inherit from this class to implement your own drop-down control. AdvancedDropdownItem Items that build the drop-down list. AdvancedDropdownState The state of the drop-down. This Object can be serialized. AdvancedObjectSelectorAttribute This attribute lets you register a custom adva...
As a result, it is quite common to find that the UI’s designer has unintentionally overlapped multiple different quads whose textures come from different materials and therefore cannot be batched. As Unity UI operates entirely in the transparent queue, any quads that have unbatchable quads over...
Settings are represented by Scriptable Object instances that inherit Zenvin.Settings.Framework.SettingBase<T>. They each contain a number of properties by default, but can be extended to contain further members by creating own classes inheriting the aforementioned base class....
In order to extend the object pool system you must create two classes - one which inherits from ObjectPool and the other from PoolObject. The class inheriting from ObjectPool is the pool itself while the class inheriting from PoolObject is a wrapper for each prefab in the pool. The two ...
For example, the following code shows how you can register two named mappings for objects that inherit from the same base class, then—at run time—collect a string value from elsewhere in the application configuration that specifies which of the mappings to use. In this case, the value comes...
A non-generic derived class has to be created for each<TKey, TValue>combination you want to use. ACustomPropertyDrawerhas to be declared for each of these classes. Multiple editing of scripts usingSerializableDictionariesin the inspector is not supported. The inspector will show the dictionaries ...