通过向上查找绘制ContainerWindow的绘制函数“Show(ShowMode showMode, bool loadPosition, bool displayImmediately, bool setFocus)”的引用,我们可以找到“Unity编辑器”界面加载layout的函数(位于WindowLayout.cs)。 函数GenerateLayout 该函数通过传入的三个struct对象“UnityEditor.WindowLayout.LayoutViewInfo” ,生成一...
1.用记事本打开C:\Program Files\Unity\Editor\Data\Tools\UniSciTE\SciTEGlobal.properties 2.找到# Internationalisation 这一行下面的都是设置编码的(鄙视一下居然是Japanese ) 3.可以把下面这段的都删除掉 到#output.code.page=65001这里 然后把下面粘贴到这个位置(改把chinese 作为注释 ) 4.大功告成 。试一...
class in Unity.CodeEditor 描述 使用代码编辑器处理交互。 静态变量 CurrentEditorPathThe path to the external code editor that Unity uses used to open script assets. EditorA singleton instance of CodeEditor. The Unity Editor references this instance to handle code editor callbacks. ...
interface in Unity.CodeEditor描述 定义将外部脚本编辑器集成到 UnityEditor 中的处理职责。变量 Installations 为编辑器提供此实例支持的已知和受支持编辑器。公共函数 Initialize 在PreferenceWindow 中选择 IExternalCodeEditor 后,对该编辑器进行回调。 OnGUI Unity 在填充 "Preferences/External Tools" 以允许代码编辑...
{//must set the path and version u5 or u4"Unity_Version":"U5","Shader_path":"D:/Program Files/Unity2018.4.21/Editor/Data/CGIncludes","U5_Shader_path":"D:/Program Files/Unity2018.4.21/Editor/Data/CGIncludes"} Shader_path和U5_Shader_path是Unity安装文件夹下的CGIncludes文件夹 ...
主要的生成代码脚本 CreateComponentCode 在Editor文件夹下 using System; using System.Linq; using System.IO; using System.Collections.Generic; using UnityEditor; using UnityEngine; using UnityEditor.Callbacks; using EditorExtension; public class CreateComponentCode : EditorWindow ...
最后将 Example_NewExampleEditorWindow 文件夹放入 AssetsEditorExamples 目录中 根据CodeGenerate部分的操作生成这个炫酷效果的OverViewItem,使其能在OverViewEditorWindow中预览 提PR Unity编辑器拓展基础总结前言 从事Unity编辑器拓展也有一段时间了,该记录一下常见的知识点了,也方便自己日后查阅 ...
[Package Manager Window] Error while getting auth code: System.InvalidOperationException: Failed to call Unity ID to get auth code. UnityEditor.AsyncHTTPClient:Done (UnityEditor.AsyncHTTPClient/State,int) I tried some YouTube tutorials but they did not work for me. unity3d-editor Share Improve ...
namespace UnityEditor { internal class C_GunDecalMatEdtor : ShaderGUI { public enum ShadingMode { Simple, Reflective } ShadingMode ShadingModeVal = ShadingMode.Simple; bool CheckBoxValue = false; private void SetKeyword(Material material, string keyword, bool state) ...
;EditorGUI.PropertyField(unitRect,property.FindPropertyRelative("unit"),GUIContent.none);EditorGUI.PropertyField(nameRect,property.FindPropertyRelative("name"),GUIContent.none);// Set indent back to what it wasEditorGUI.indentLevel=indent;EditorGUI.EndProperty();}}...