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 texture...
In today’s blog we are going to learn about the scope of variables, and the different ways a function can be created. So let’s get started. Scope of Variables A variable as we all know is a container which can hold a value or multiple values related to its type. Means a Gameobject type variable can hold any gameobject, a Transform type variable can hold a transform component of any gameobject, etc. But some time a variable declared is inaccessible, that’s due to its " scope of life ". A variable declared in a class is said to be a global variable to the function and local to the class where as a variable declared in a function is said to be a local variable of that function. To understand it more clearly any variable defined within “{}” has its scope of life after the “{” starting curly braches till the “}” ending curly braces. Let try to understand with a small example. Step1. Write the following script attach it to any gameobject and hit ru...