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Extending Unity with Editor Scripting
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In this section, we will create the base structure to start using custom inspectors in our project.
The CustomEditor attribute is part of the UnityEditor namespace and is the way Unity binds an editor script with a specific type of the MonoBehaviour class to modify the way the default inspector works.
To use the CustomEditor attribute, you must place your script inside an Editor folder, or in a folder nested inside an Editor folder.
Create a script called LevelInspector.cs inside the folder Tools\LevelCreator\Editor, and then add the following code:
using UnityEngine;
using UnityEditor;
namespace RunAndJump.LevelCreator {
[CustomEditor(typeof(Level))]
public class LevelInspector : Editor {
}
}The attribute CustomEditor expects a type. In this case, we passed the type Level. Doing this, you will overwrite the inspector of all the Level class instances in Unity.
Your must extend from the Editor class and in this way...
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