Making Your Own Unity Tools - Introduction to Custom Editor Windows - Unity Tutorial

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  • čas přidán 28. 08. 2024

Komentáře • 66

  • @masripaul
    @masripaul Před 3 lety +21

    This is one of the best tutorials I've seen on anything Unity, let alone something as daunting as custom editors. Great delivery style and really well put together example. Thank you!

    • @TurboMakesGames
      @TurboMakesGames  Před 3 lety +3

      So glad to hear this, really appreciate the positive feedback!

    • @jaxshane6746
      @jaxshane6746 Před 3 lety

      I guess I am quite randomly asking but do anyone know of a good site to stream newly released tv shows online?

    • @maximilianoaarav2178
      @maximilianoaarav2178 Před 3 lety

      @Jax Shane Flixportal =)

    • @jaxshane6746
      @jaxshane6746 Před 3 lety

      @Maximiliano Aarav Thanks, signed up and it seems like they got a lot of movies there :) I appreciate it !!

    • @maximilianoaarav2178
      @maximilianoaarav2178 Před 3 lety

      @Jax Shane you are welcome xD

  • @JPlokford
    @JPlokford Před 3 lety +4

    So much clearer than the official unity tutorial.

  • @StarGazerTom1991
    @StarGazerTom1991 Před 2 lety +3

    This is a great example for creating editor tools, many thanks! Just what I needed!

  • @floriankomposch3119
    @floriankomposch3119 Před 3 lety +1

    Your solution works better and with less bugs than , PolyBrush or terrain(paint details) , thx for the introduction to unity editors

  • @timithius7885
    @timithius7885 Před rokem +1

    Absolutely fantastic tutorial, simple, focused and incredibly useful! Thanks!
    (4 years ago, where was I? Not where I should have been!)

  • @chrisxxx4714
    @chrisxxx4714 Před 3 lety +6

    i would love a complete tutorial series about custom tool creation for a bunch of different situations!

  • @josepaulofernandes4052
    @josepaulofernandes4052 Před 3 lety +1

    this video is a great service for the community

  • @intimidate2161
    @intimidate2161 Před 3 lety +2

    Great Tutorial. I took it one step further and added "Terrain.activeTerrain.SampleHeight", so the objects are at the correct terrain height.

    • @TurboMakesGames
      @TurboMakesGames  Před 2 lety

      Awesome! Glad to hear you were able to customize this further to fit your needs

  • @Caden_Burleson
    @Caden_Burleson Před 3 lety +3

    Thank you! Perfect tutorial and example for a intro on editor scripting. Loved the object spawner example because it's a good start for what I'm trying to do already. :D

    • @TurboMakesGames
      @TurboMakesGames  Před 3 lety

      Great to hear! Editor tooling is a really important skill to have. Have fun creating more tools 😀

  • @arcader9184
    @arcader9184 Před 3 lety +3

    Thanks for the tutorial, I'm gonna make a tool for everything.

    • @TurboMakesGames
      @TurboMakesGames  Před 3 lety +1

      Once you make your first one, they get addicting and you make them for everything 😁😂

  • @RickardApps
    @RickardApps Před rokem +2

    Very cool and helpful

  • @neverstepd7
    @neverstepd7 Před rokem

    Thank you! I tried myself and I made an automatic hierarchy organizer this is useful

  • @weightednormal3682
    @weightednormal3682 Před 2 lety +1

    Excellent example.

  • @LyonLoi
    @LyonLoi Před 4 lety +1

    Very clear and useful tutorial. Thanks for the good work!

  • @alekseiborovkov5741
    @alekseiborovkov5741 Před 4 lety +5

    Thank U, man!

  • @raymondlin642
    @raymondlin642 Před 3 lety +2

    Awesome Tutorial! First time doing editor scripting and it was easy to follow. One note though, isn't this the older IMGUI system? It would be great if you could make a tutorial on the UI Toolkit which is new and much easier to use. Thanks!

    • @TurboMakesGames
      @TurboMakesGames  Před 3 lety

      Thanks! The IMGUI system has been around since the beginning of Unity and it still works well for simple things. The UI Toolkit is still in preview form right now, but it will be cool see how well it works with custom tools like this.

  • @damegamisama
    @damegamisama Před 2 lety +1

    Great tutorial! Thank u a lot!

  • @pol3824
    @pol3824 Před rokem

    Amazing, thank you!

  • @puripuripupuripu2987
    @puripuripupuripu2987 Před 3 lety +1

    Thank you, dude!

  • @AschKris
    @AschKris Před 2 lety

    Very good video!

  • @manuelglez9347
    @manuelglez9347 Před měsícem

    10/10

  • @BrokeGamedev
    @BrokeGamedev Před 4 lety

    Cool stuff, kudos to you!

  • @fukukyun78
    @fukukyun78 Před 2 lety +1

    Is there a way to make it spawn with a ray cast? For example, you can turn spawning on or off with a bool, and wherever you click, it casts a ray and spawns the object there?

    • @TurboMakesGames
      @TurboMakesGames  Před 2 lety

      Yes there is. In fact, my friend Dave just put up an awesome video that shows you how to do just that: czcams.com/video/k-LbV_zMeI4/video.html

  • @phyzxengrmoore6928
    @phyzxengrmoore6928 Před 2 lety +1

    I have an object generator script that I have to play to produce GOs. I made it this to test it out. Now that it works I need to convert it to the editor window because I want the GOs and not in play.
    The methods that I have I want to keep as a playable script and use in and editor extension. This looks like a special kind of maintenance to configure. I have Update() and Start() utilized. The classname : Editor and classname : Monobehaviour will cause a differentiation build. I believe I need a script reference in the Editor class to access the MonoBehaviour methods. Not sure how to write the reference line.
    I hope I am clear here. Thanks for this video!

    • @TurboMakesGames
      @TurboMakesGames  Před 2 lety

      Thinking your best option would be to move your custom methods to a static C# class that doesn't inherit from anything. That way you could call these methods from both the Editor and MonoBehaviour scripts. Hope that helps!

    • @phyzxengrmoore6928
      @phyzxengrmoore6928 Před 2 lety +1

      @@TurboMakesGames Yes. I came to that realization of the EditorWindow and MonoBehaviour can not talk to each other. Took a while after twisting around in my head. I want to make the methods class a communal DLL. This is what kept me asking how can I achieve this. You hit the nail on the head. Thanks. And oh the DLL goes into managed assemblies library.

  • @XPaveway
    @XPaveway Před 3 lety +1

    hey I am working on something similiar to this is there any way to select a specific position in the scene before spawning stuff?

    • @TurboMakesGames
      @TurboMakesGames  Před 3 lety

      Great to hear! One approach you could do is have an empty GameObject with a gizmo on it, so you can see it in the editor, then move it around to where you like, then when you spawn your GameObject just get the transform position of that empty object. Hope that helps!

    • @XPaveway
      @XPaveway Před 3 lety

      @@TurboMakesGames Okay that makes sense. I am doing something similar. Would have been nice if you could make a right click menu or something that would capture the mouse position in the editor window.

  • @vs_3080
    @vs_3080 Před 4 lety +1

    Im unable to create a gameobject field at the beginning, and it is not working with objectfield.

    • @TurboMakesGames
      @TurboMakesGames  Před 4 lety

      Why not? Is it giving you an error, or is it just not showing up? Do other types of fields (i.e. text field) work?

    • @vs_3080
      @vs_3080 Před 4 lety +1

      @@TurboMakesGames Now it's Working!, i'm an intermediate unity developer and started editor coding recently so, there was an issue with visual studio, Fixed it!.👍

  • @subhroneelbhattacharya321

    Is it possible to include the editor window in the build ? LIke what if I want to handle the spawning in the runtime using the editor window ?

    • @TurboMakesGames
      @TurboMakesGames  Před 2 lety +1

      Unfortunately not, anything in the Editor folders are not included in builds. What you could do is extract out the logic in your editor window into a regular C# class file, then call those methods from your editor window. This would allow you to create a runtime UI where you could call those same methods. Hope that helps!

  • @MrEggplantation
    @MrEggplantation Před 3 lety

    Hey this is great! I'm really struggling with the advanced features of Editor Windows, would love some help, or a tutorial that goes a bit beyond this. Specifically I want to change characteristics of a GUILayout element after I create it. How can I update the colour of a label or button after I have clicked something in my editor window?

    • @TurboMakesGames
      @TurboMakesGames  Před 3 lety

      The OnGUI function is essentially a draw call that is ran every frame. So when the user clicks a button, this could set a flag and in your OnGUI, check that flag and set the color depending on the value. Hope that helps!

    • @MrEggplantation
      @MrEggplantation Před 3 lety

      @@TurboMakesGames Thanks for the reply! Yeah that makes sense. I've since learnt that OnGUI draws UI in a completely diffferent way to how you think about objects in your scenes in Unity. OnGUI doesn't make persistent objects that you can alter later, so any changes to the UI element has to be done before the element is drawn.

  • @IdontWatchIsee
    @IdontWatchIsee Před 3 lety +1

    Hi guys, i am interested in finding projects to work on, games, little games, for collaboration with other people that want to create games, on the side from work. Does anyone have any idea where to find something like that?

    • @TurboMakesGames
      @TurboMakesGames  Před 3 lety +1

      Unity is launching a new open source project platform. Contributing to that and getting yourself known there would be a great place to start. I'll have a video coming out later this week with more info...

  • @andy_7_744
    @andy_7_744 Před 4 lety

    Man,i open a new scene and i dont have setting to create game,plz help me

  • @suprojitdey7946
    @suprojitdey7946 Před 3 lety

    Can you please guide me how can I access the Sprite Editor within Sprite Renderer? I actually want to add Normal Maps as Secondary Textures of different sprites using an automated tool like this.

  • @ASMRwithBESTIEEEEE
    @ASMRwithBESTIEEEEE Před 2 lety

    Hey what’s your doing