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Extendingunity3dEditor
Develop Tools that fasten game development
Seminar
FragGames
Disclaimer
The purpose of these slides is to give general overview how
to extend unity3d editor to unity3d dev team of company(frag
games).
I did not own the whole material of these slides most of the
stuff is taken from unity3d Documentation.
CustomEditor
IMGUI Basics
Property Drawers
Custom Editor
Custom Windows
Gizmos
Scriptable Objects
Unity Seralization
April 25 2016
Presented by Ahmed
Roadmap
ThisSeminarisdividedintwoparts
Part-one
IMGUI Basics
Property Drawers
Custom Editor
Part-Two
Custom Windows
Scriptable Objects
Unity Serialization
Gizmos
immediatemodeGUI
(imgui)
ImmediatemodevsRetainedmode
No setup required
Specify GUI Components as
function calls
Inefficient for game UI
Good for editor scripting
Requires setup
Retains information about GUI
Respond to callbacks
MainGUIComponents.
Unity provides three classes GUI, EditorGUI & EditorGUILayout
which contains function to draw GUI components.
GUI class can be used for both in game & editor code.
EditorGUILayout is auto-layout version of EditorGUI
BasicComponents
Lable
Button
Toggle
FloatField | IntField
Vect3Field
TextField
ColorField
BeginScrollView
BeginHorizontal
example
HowUnityScriptsareBuild
Phase 1
Phase 2
Phase 3
Phase 4
Assets folder has same
physical path.
PropertyDrawers
PropertyDrawers
Property Drawers can be used
to customize the look of
certains controls in
Inspector.
There are two types of
property drawers
Built in
Custom
builtin-Example
CustompropertyDrawers
for serialized classes
For Fields as Attributes
PropertyDrawerforserializedclass
CodeSnapShot
Place this script
in Editor folder
PropertyDrawerOfField
CodeSnapShot
Inherits with
PropertyAttribute
Inherits propertyDrawer
Draw GUI stuff
Get Height of Element
Place this script
in Editor folder
CustomEditor
CustomInspector
1: pass class name
2: Extends with Editor
3: target contains under
inspection class data
4: here do draw stuff
5: utilities
If you want to study the
source code of this custom
inspector see this link
CustomMenus
AddingMenuItems
ContextMenuItem
Very Useful for testing
purpose
TakeAway
Property Drawers
-Serialized Class
-Fields
Custom Inspector (Editor)
CustomEditor
Gizmos
Custom Windows
Scriptable Objects
Unity Seralization
May 5 2016
Presented by Ahmed
Part-2
Gizmos
Description
Gizmos are used to give visual debugging or setup aid in
scene view.
Use OnDrawGizmos or OnDrawGizmosSelected in your class to
draw them.
First one get called in every frame second get called only
when object is selected to whom this script is attached.
Gizmos
These function are very easy to use just called them in OnGizmosDraw:)
CustomWindow
CustomWindow
Extends with EditorWindow
ScriptableObjects
ScriptableObjects
Scriptableobject is a class that allows you to store large
quantities of shared data independent from script instance.
they don’t need to be attached to game objects.
Read Only at run-time
Usecase:
Reduce memory usage by avoiding copies of values
Define pluggable data sets.
HowtoCreatethem
Extends from ScriptableObject
method to create ScriptableObject
These methods are
self-explanatory
Method to load existing ScriptableObject
Serializationin
unity
Serializationinunity[behindthescene]
{content of this section is taken from blog post written by
unity Dev who wrote unity serialization system}
Serialization of “things” is at very core of Unity.Many of
unity's features build on top of serialization system.
The serialization is written in C++.
Continued...
Continued...
Storing Data (Inspector Window)
Inspector window doesn't talk to C# api for properties &
their values
It asks the object to serialize itself and then displays
serialized data.
Continued...
Prefabs
Internally, prefab is serialized data stream of game
object(s) & components
A prefab instance is a list of modifications that should be
made on the serialized data for this instance.
The concept of prefab only exist in editor, instantiated
gameobjects have no idea they were prefabs in editor.
Continued...
Instantiation
When you call Instantiate() on a prefab or on existing
gameobject
Object get serialized, new object created & and deserialize
the data on new object
if object contains reference to external objects reference
is kept as is, if it has reference to its children than
reference is patched to new copy
Continued...
Save/Load [Scene]
Unity saves it scenes as yaml file, you can check that by
opening scene with text editor, but you have to set unity
to “force text serialization”
Loading of scenes & assets uses serialization system
Lastfewwordsonserialization
{don’t confuse this serialization with some
3rd party library}
How many
allocations are made
when deserializing a
monobehaviour that
uses this script.
No support
for null for
custom class
No support
for
polymorphism
Correct answer is 729 with 7 level depth
limit
WhentowritecustomEditor
When we learn something
new we tend to overuse
It.
Don't hesitate just write
Custom editor with
Experience you get
“Right Use”
Right Use
overuse
under-use

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Extending unity3D Editor

Editor's Notes

  1. Part one
  2. Ref :
  3. Reference :
  4. http://blogs.unity3d.com/2014/06/24/serialization-in-unity/