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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

Chapter 2. Using Gizmos in the Scene View

When you are working on a video game and you need to debug features, it's very helpful to have a visual representation of certain structures you are using in the code. For example, imagine that you have a set of waypoints to model the movement of a Non Playable Character (NPC) in your video game. If it is possible for you to see the waypoints, it will be easier for you to make tweaks and readjust the movement paths.

Thankfully, in Unity there's a class called Gizmos that allow us to add visual aids to the Scene View in an easy way.

Here, you will learn about the Gizmos class and how to use this to create a visual grid that will help level designers position the level piece prefabs with more control in the level.

In this chapter we will cover the following topics:

  • The OnDrawGizmos and OnDrawGizmosSelected methods
  • The DrawGizmo attribute
  • The Gizmos class API
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