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Showing posts from July, 2019

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

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