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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

Implementing the snap to grid behaviour

To create our first level in Chapter 1, Getting Started with Editor Scripting, we used a hot key to snap the level piece prefabs between them. Here, we will do the same, but instead of using the hot key, the level piece prefabs are going to snap to the grid automatically.

Here, we will assume that the Level game object position and rotation is always (0,0,0) and the scale is (1,1,1). Also, the 2D mode is selected by default.

Implementing the snap to grid behaviour

Later, we will work on how keep this configuration by default. Based on the grid we created, we need to implement a few things to achieve our goal:

  • A way to convert 3D coordinates to grid coordinates and vice versa
  • A way to know when these coordinates are outside the boundaries of the grid

Inside the Level class, add the following methods in the Level.cs script:

public Vector3 WorldToGridCoordinates(Vector3 point) {
  Vector3 gridPoint = new Vector3(
  (int)((point.x - transform.position.x) / GridSize) ,
  (int)((point.y - transform...
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