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...
GetComponents<type>() What if we want to get ‘n’ number of component of same type in a gameobject? What if you have a player having its body parts distributed as Legs, Arms, body and head? And you want to get all the mesh rendered or colliders of the gameobjects? In this type of scenarios we will use GetComponent<type> insist of GetComponents<type>. GetComponents is majorly use when we have a hierarchy like structure of gameobjects each having the component to be used. So let’s start and firstly make a model of player in unity using simple 3D objects. Like This: Getting Components Step1: Add more than 1 box Collider to gameobject named as player. Step2: Create a script and attach it to your player gameobject. Step3: Write the following code: Step4: Save the script and scene you will notice a BoxColl named field will appear with an arrow sign with label size in it...