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Unity Editor Window (Part 3)

Unity Editor Hello, Unity Dev’s I am back again with Part 3 of Creating custom editor window in unity. In today’s blog we will look around: “How to load Textures files from resource folder and create our buttons.” Step1. Gather some images related to the headers of our sub-toolbars or if you are good at photoshop create some, btw I have zero skills when it comes to photoshop so I am goanna gather images from internet. Once we have are images ready drag them into respected folder under root folder Resources. It will look something like this: Step2. Scripting   Now we need to create a function which will be called once whenever we will switch from sub-tabs. Hmmmm, so how to do that!!! First create a function and name it as per your want’s I have named mine as: “MakeWindow” Then write down these lines: Create two variables a list: to store our loaded textures an
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Unity Editor Window (Part 2)

Editor Window ( Part 2 ) Hi Dev’s, in this blog we are going to cover “How to make Sub-toolbar within are Toolbar Options”, For those who are new to this site I highly recommend to check the previous blog first as this one is a continues to it. So, let’s get started So far, we have created our Main Editor window showing A toolbar with 4 Options: Animals, Buildings, Items, Staff. Next up we want to create sub toolbar with options names as per the folders name in our resource/Selected option name from toolbar. Step1. So, for that what we will do is create respected folders: 1. Go to Resources folder and create 4 folders named as: Animals, Buildings, Items, Staff. 2. Create sub folders in each folder: ·          Animals 1.       Animal 2.       Playables 3.       Shelter ·          Buildings 1.       Drinks 2.       Restaurants ·          Items 1.       Decorative 2.       Fences 3.       Tiles ·          Staff   Folder Hierarchy will

Unity Editor Window

Editor Window (Part 1) In unity, Editor windows are windows which are created by developers to be used by developers in Editor, it’s more like a plugin for Unity editor made by You. By learning Editor Window scripting, one is able to create any type of windows to ease their work while working in editor. Official Definition: “ Create your own custom editor window that can float free or be docked as a tab, just like the native windows in the Unity interface. ” I am going to start a series which will cover almost all the topics related to EDITOR WINDOW. In this series I am going to make a “LevelDesigner” plugin dittoing the zoo tycoon GUI and functionalities. Fortunately, we will learn about: Creating Editor window, creating all types of GUI, Modifying GUI Skin, Instantiating prefabs loaded from resources, and lots more…. So, tag along with me till the end of this series and let’s see How far we can Go. I have also just started learning Unity Editor Scripting so

Physics Raycast Unity

Welcome Unity Developers, Back with another Blog.  Today we are Going to learn about: " Physics.Raycast " Physics.Raycast is normally used to draw a Ray of n Distance, and if the Ray hits anything It let us Know what it Hits (Make sure the other object has collider attach to it otherwise raycast will pass through object without detecting it). Physics.Raycast is used in Games whenever we want to hit something from distance or want to check whether our gameobject will hit something in future if it goes straight. Note that Raycast is always cast In a straight line from the center of the gameobject that is casting the ray. So we can make something like: AI of a character which checks while moving whether there is any object which he may collide with say in range of 10 units of unity, if it keeps on moving in that direction A gun Which shoots when a input is given and if it hits something say player, Player health decreases. Can Create a logic if we fire on pl

Triggers

Welcome Developers, roll your sleeves and let’s get started with understanding triggers in unity. I strongly recommend to check my previous blog about  Colliders   before starting with this one. Triggers are nothing else but colliders with istrigger property on. If we turn on istrigger property of our collider than firstly it doesn’t collide with other colliders instead pass through them. Secondly, we can use Unity build in functions for triggers to manipulate our game whenever our trigger is triggered. How to trigger our triggers? To understand that let’s create a project in unity and follow up with me. Step 1. Scene setup. Create a cube, a sphere and another cube. Make cube1 look like a platform and place cube2 on cube1. After that place the sphere on top of cube2.Now select your cube2 and in inspector under box collider, tick is trigger option and untick mesh renderer. Your scene will somewhat look like this: Step 2: Write a script