In this chapter, we introduced you to the editor scripting API and also the project that we will use in this book.
With editor scripts, we were able to customize how Unity works and customize the workflow based on our specific requirements.
When you work with editor scripts, remember to use the
UnityEditor namespace and save the scripts inside a folder with the name
If for some reason you must use the editor scripting API outside an
Editor folder, remember to use the directives
#endif with the
UNITY_EDITOR conditional compilation symbol to exclude that part of the code in the video game build.
If you plan to create a custom tool in your project, always consider these two things:
When you design a tool, always consider the user for whom you are building the tool and involve them in the design and creation process. If your tool requires a custom GUI, creating mockups is always a good alternative to get an idea of the final result. Remember, there is nothing worse than a tool that is not easy to use and doesn't solve the specific problem.
Always evaluate the cost of creating the tool and the time you want to invest in that. Ensure that the time and resources you spend creating the tool itself to save more time and resources later during development.
In the next chapter, we will continue working on the Level Creator, integrating the use of gizmos to display a grid meant to be used as guides in our tool.