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
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