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Questions tagged [editors]

Editors are pieces of software designed to help create and modify game content. This may include in-house developer tools, or level editors and other tools released to the player community. Use this tag for help creating your own editing tools, or customizing editing workflows in existing engines (such as custom inspectors in Unity)

1 vote
1 answer
70 views

I am currently implementing gizmos in my engine (or rather continuing the implementation I made a year ago). I had implemented a way to choose whether transformations are applied based on local space ...
ostef's user avatar
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1 vote
1 answer
171 views

I have the following script attached to a simple control node designed to create a custom property "label": ...
Gaylord Sueltenfuss's user avatar
0 votes
1 answer
119 views

This is a new project I just started, so it has no scripts or assets attached to it. As the picture shows the scene view and game view have a different colors. I don't know what I should change, since ...
Maple's user avatar
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1 vote
1 answer
83 views

How to make my modification from my EditorUtilityObject to my DataAsset blueprint permanent? I have my custom C++ class for my DataAsset, and also another C++ one for my custom EditorUtilityObject. I ...
JiaChen ZENG's user avatar
1 vote
2 answers
209 views

I use Shader.SetGlobalVector to modify the behaviour of multiple shaders. I added a MenuItem to change these parameters in ...
Askhento's user avatar
  • 123
1 vote
1 answer
92 views

Do Editor scripts or custom editor windows with UIToolkit have an effect on game or engine performance? Even after build? Do they get built with the game when exporting it?
Ahmed Dyaa's user avatar
0 votes
0 answers
58 views

Following up on a previous question about aligning HeaderAttributes, I've been attempting to slightly offset my own custom header attribute so that it's either to ...
NJJ_002's user avatar
  • 47
0 votes
1 answer
243 views

So far, this is the only resource I've found that does what I'm looking to do (which is to center-align my inspector headers): CreatureSurvive's example script on GitHub Gist If I'm understanding ...
NJJ_002's user avatar
  • 47
0 votes
1 answer
573 views

I'm experimenting with custom editors, and stumbled upon EditorGUILayout.Separator() while trying to figure out how to draw a line near the top of my inspector ...
NJJ_002's user avatar
  • 47
0 votes
1 answer
143 views

I’ve created a few WireSphere gizmos on my scene, and I’d like to add labels to them so I can easily identify which corresponds to what variable. However, by using transform.position, the label ...
YoshGJ's user avatar
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0 votes
0 answers
105 views

I have a folder full of images that I want to keep ready in a script. The Unity way to do this is to have a MonoBehaviour with, for example, a ...
AyCe's user avatar
  • 111
0 votes
0 answers
78 views

I'm trying to use an ObservableCollection in a ScriptableObject, but it doesn't generate any serialized field in the asset editor. Here is my code: ...
Trobibot's user avatar
1 vote
1 answer
293 views

I'm working on a game that uses a lot of high-intensity and pastel color language, and unfortunately, the navigation mesh is doing the same thing! There's a good bit of eye strain there. If I could ...
Michael Macha's user avatar
1 vote
0 answers
351 views

What I'm looking for: I've been searching for a while now for any no-interface game engines (What I mean by that Is something like the Source Engine where other than than the level editor It's nothing ...
Fichko's user avatar
  • 19
0 votes
1 answer
1k views

I'm coming from Unreal, and in Unreal you can use the constructor to make logic that is called in editor (as well as when beginning play). This is useful for some things, but Unity documentation says ...
Alexandre's user avatar
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