Skip to main content

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 texture...

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 look something like this:


Step2. Scripting
Open script “AssetManager”.
Now what we have to do is read all the sub-folders from selected Folder as per our toolbar and show case a sub-toolbar.
        1. We will add a switch case and call a function named LoadPanel() with parameter of path to                   respected folder.


      2. Read all the folder names and store in an array, and provide them as options for our sub-toolbar.
    Create 2 variables names as _sub_toolbar_sel for indexer and Sub_folders_toolbar for our options.



      3. Save and switch back to unity. Open up your window and you will see we have our sub-Toolbar in      each toolbar respectively to our folders.
    But if you have noticed whenever you select and option in sub-toolbar say Animals/Shelter option      and switches to another toolbar than it’s 2nd Sub-toolbar is selected automatically, which may              result to error if we don’t have 2nd option in any of toolbar.

      4. For this we have to make sure sub-toolbar selection resets whenever we switch between toolbars.




Create a variable named “previous_toolbar_sel”, to know that we have switched between toolbars and then reset the sub_toolbar_sel =0.



That’s all for Today
In next Blog of our series Editor Window we will learn to load texture files from resources folder and create buttons from them.
Till Than Happy Coding!!!

Comments

Popular posts from this blog

Creating Gamobject, Adding Components and Removing Components using script.

Today we are going to learn about how we can create a gameobject add components to it or remove components from it using script. Open Unity >>Create new project>>create new scene. 1.Creating Gameobject using script Step1.In your scene hierarchy add empty gameobject and name it ScriptManager. Step2. Create a script name it as per your wants, and attach the script to ScriptManager gameobject. Step3. Write the following code:- This will create a gameobject in the hierarchy with the name specified In ” ”. In our case it’s a cube. As you can see the above script creates a gameobject and add transform component when the object is created as all gameobject have transform component attached to it from the start (e.g. Empty gameobject). In next few lines we added a box collider to our object cube, a mesh renderer and a mesh filter. Save the script and run the project. You will see a gameobject is cr...

Graphic Raycaster in Unity

Ever wonder how one can click on GUI elements without using any event script on GUI components. On button click, On value change are some event driven functions of GUI components but what if I want to perform any action without using these event driven function. Well there are plenty of ways of doing it but the one I am going to discuss today is GRAPHIC RAYCASTER. Scene Setup Step1. Create two images, add any sprite to it and change their name to specify them later on. (For this tutorial purpose let’s assume penguin and polar bear) Put the images adjacent to each other. Script Step2. Create a script and attach it to your canvas. Write down the following code. Make sure to call all the libraries. Next is our global variables Graphical raycaster is used to call the raycaster attach to your canvas, Eventsystem is also used to call the event system of canvas. PointereventData is used to kno...

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...