unity3d-editor

How to have custom script icons other than using “Assets/Gizmos” in Unity3D

生来就可爱ヽ(ⅴ<●) 提交于 2019-12-08 17:00:39
问题 I know this was asked a lot of times probably .. but it is very often answered wrong. What I want is: Use a custom icon for specific components/scripts in the Inspector (e.g. Figure 2 and Figure 3) and the ProjectView (e.g. Figure 1) What I do so far: For each component/class that shall have the icon I have an accroding Icon file in the folder Assets/Gizmos/<Path>/<To>/<Namespace>/<ClassName> icon and in the Import Settigns set TextureType to Editor GUI and Legacy GUI This is working fine ..

How to make editor handles selectable to display properties inspector window

主宰稳场 提交于 2019-12-07 05:04:48
问题 This is a follow-up question from How to make individual anchor points of bezier continuous or non-continuous. Please refer to it for the relevant code in the accepted answer (please note that I did this to keep this question clean since the related code is quite lengthy). I am trying to achieve the following: Make the bezier curve handles/control points selectable in such a way that the properties (for example continuity) for an individual handle are displayed in the inspector window when

How to make editor handles selectable to display properties inspector window

最后都变了- 提交于 2019-12-05 10:44:47
This is a follow-up question from How to make individual anchor points of bezier continuous or non-continuous . Please refer to it for the relevant code in the accepted answer (please note that I did this to keep this question clean since the related code is quite lengthy). I am trying to achieve the following: Make the bezier curve handles/control points selectable in such a way that the properties (for example continuity) for an individual handle are displayed in the inspector window when selected. Please note I'd like this to be done without making creating game objects for the handles/

Unity editor script: visible / hidden gizmos

*爱你&永不变心* 提交于 2019-12-04 05:13:56
问题 I want to hide or show a gizmo in programmatically. Is this possible? 回答1: Can it be done with built it API from Unity? No . Although, this can be done with the help of reflection since Unity did not expose the API for that functionality. I did not write this code. It's from here. You can call the ToggleGizmos(true) or ToggleGizmos(false) function anytime or you can use it as a plugin like below. Any new Menu called Quick Fingers should be added to Unity. using System; using System

How to make handles in a line editor rotate by rotating game object

半城伤御伤魂 提交于 2019-12-02 08:12:14
问题 I have been trying to make the handles (from the nodes) in GoKit rotate by rotating the game object. Basically I added GoKit to my project and made a game object with the GoDummyPath script attached. I only used two nodes (or handles) to create a straight line. The image above shows what I want to achieve. From an original position A, I would want to rotate the game object to affect the positions of the handles (the line) to say B. The small circle represents the position of the game object.

How to make individual anchor points of bezier continuous or non-continuous

社会主义新天地 提交于 2019-11-29 01:22:16
I am creating bezier curves with the following code. The curves can be extended to join several bezier curves by shift clicking in the scene view. My code has functionality for making the whole curve continuous or non-continuous. I realised that I need to make individual points (specifically anchor points) have this functionality. I believe the most ideal way to go about this is creating a new class for the points with this functionality (making points continuous or non-continuous) since this can be used to add other properties that might be specific to the points. How can do this? Path

How to make individual anchor points of bezier continuous or non-continuous

扶醉桌前 提交于 2019-11-27 16:04:37
问题 I am creating bezier curves with the following code. The curves can be extended to join several bezier curves by shift clicking in the scene view. My code has functionality for making the whole curve continuous or non-continuous. I realised that I need to make individual points (specifically anchor points) have this functionality. I believe the most ideal way to go about this is creating a new class for the points with this functionality (making points continuous or non-continuous) since this