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Extending Unity with Editor Scripting

You're reading from   Extending Unity with Editor Scripting Put Unity to use for your video games by creating your own custom tools with editor scripting

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Product type Paperback
Published in Sep 2015
Publisher
ISBN-13 9781785281853
Length 268 pages
Edition 1st Edition
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Author (1):
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Angelo R Tadres Bustamante Angelo R Tadres Bustamante
Author Profile Icon Angelo R Tadres Bustamante
Angelo R Tadres Bustamante
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Table of Contents (12) Chapters Close

Preface 1. Getting Started with Editor Scripting FREE CHAPTER 2. Using Gizmos in the Scene View 3. Creating Custom Inspectors 4. Creating Editor Windows 5. Customizing the Scene View 6. Changing the Look and Feel of the Editor with GUI Styles and GUI Skins 7. Saving Data in a Persistent Way with Scriptable Objects 8. Controlling the Import Pipeline Using AssetPostprocessor Scripts 9. Improving the Build Pipeline 10. Distributing Your Tools Index

Adding the final details to Level Creator


The Level Creator is almost ready, but before finishing this chapter, let's make a few improvements to make this tool better.

Using hiding flags

Currently, each time we paint pieces on the level, they are created and nested in the level game object. We are still able to access the objects directly; this means it is possible to move a piece by error outside the grid. Let's take a look at the following screenshot:

To control the visibility of the level pieces in the hierarchy, we are going to use HidingFlags, bit masks that control object destruction, saving, and visibility in inspectors. Here is a list of available flags that could be applied to Unity objects:

  • None: A normal and visible object. This is the default.

  • HideInHierarchy: It does not appear in the hierarchy.

  • HideInInspector: It is not visible in the inspector.

  • DontSaveInEditor: It is not saved to the scene in the editor.

  • NotEditable: It is not editable in the inspector.

  • DontUnloadUnusedAsset...

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