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
Transform In unity every gameobject has a default component transform attach to it which you cannot remove. To verify the above statement create an empty gameobject and you will notice that a transform component is pre attached to it. This is because a transform component is used for the position, rotation and scaling of any object. Positioning is mainly used to move an object or to calculate distance between two objects, Rotation is used to rotate an object and scaling is used to resize an object. You can play with this values in the inspector as well as using a script. To understand how the transform works we first have to understand the 3-axis of 3d world Which are x, y, z. Position X-is used for left and right movement Y-is used for up and down movement Z-is used for back and forward movement. Whereas in rotation this axis differ from position. Rotation X-is used to rotate up and down like when