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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
26 views

DataAsset Blueprint that is set up by my EditorUtilityObject gets reset every time I restart Unreal Editor

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
106 views

Persist global shader parameter

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
60 views

Do editor scripts impact game performance?

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
65 views

How can I use `UnityEngine.UIElements.PopupWindow` for a custom PropertyDrawer targeting an array with UI Toolkit?

I'm following the "Create a Custom Inspector" car and tire example that Unity has in their documentation for UI Toolkit, but I'm trying to modify it in a specific way and I'm coming up short ...
NJJ_002's user avatar
  • 47
0 votes
0 answers
44 views

How can I either adjust or create custom text anchors for property attributes?

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
172 views

How can I center-align a HeaderAttribute in a Unity custom inspector / can it be done simply?

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
365 views

Is there any documentation for `EditorGUILayout.Separator()` / what does it do?

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
102 views

How to add a text label to a WireSphere Gizmo?

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
  • 525
0 votes
0 answers
71 views

How to load a whole folder of assets without using a Resources folder?

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
61 views

ObservableCollection not showing up in editor

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
233 views

Is it possible to change the default color of Godot's NavigationMesh3D in the editor?

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
279 views

Does anyone know any 'no-interface' game engines? [closed]

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
832 views

Does MonoBehaviour have a method that is called in editor when the object is created?

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
  • 150
0 votes
1 answer
187 views

ScrollView in editor window never reaches the bottommost items

...
Daniel Lip's user avatar
  • 1,777
1 vote
0 answers
64 views

Unity Editor Hiccups

I've just started getting Editor hiccups during Play mode (new project) & unable to find out whats causing it. Is there a way to find out what calls the editor's making to try & debug this? ...
akaBase's user avatar
  • 121

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