You have no idea how much I appreciate your tools. Best $80+ I've ever spent and I will never regretti speghetti.
@parboilrice5 жыл бұрын
Awesome. I haven't been using Scriptable Objects for my enemy types, but I now feel like I have enough reason to do so with the last few videos you've released. Great video.
@broganking98305 жыл бұрын
Where has this been my whole life! thank you for showing me this, definitely putting this to good use
@alejmc5 жыл бұрын
The learning curve for this has been lowered to new grounds. This is exactly what I needed to stop avoiding using the tree menu windows. Don’t get me wrong, the documentation is quite top notch and all, but for some things, especially integrated examples, this is it. Thanks a lot
@OneWheelStudio5 жыл бұрын
So glad the video is useful! This is why we're making the videos. Any other Odin bars that feel a bit too high? Or something you wish you understood better? Always looking to mine ideas for videos ;)
@MrZtapp Жыл бұрын
I just purchased your products and this will help me a lot. Awesome tutorial, thanks.
@bentom9454 жыл бұрын
Amazing... will get this soon when I have budget.
@halivudestevez210 ай бұрын
now this part is extremely helpful even odin and the tutiroal, too
@halivudestevez210 ай бұрын
but yeah, need to go further.... like handling subfolders... and can I make a more generic solution based on this class.... and remove code duplication of creating new ;)
@lucas90gs Жыл бұрын
This is insane! This feature is great! One question though, how can I quickly draw my scriptable object in the window like the tree does, so I can do the same but inheriting from OdinEditorWindow
@TheKr0ckeR Жыл бұрын
Great guide! How can I make the name more generic while creating name? Even if their name is same, I want to be able to increase its number like.. Board Data 1, Board Data 2 etc without naming it
@tr25ny8 ай бұрын
How would I launch an editor window from a component on GameObject, instead of using [MenuItem("My Game/Some Window")]. is this possible.
@112Nelo4 жыл бұрын
Why are you destroying the EnemyData scriptable object from CreateNewEnemyData? Since it's just in memory won't garbage collection take care of it?
@kaesezwerg1234able4 жыл бұрын
Hi, super useful videos, thanks for that. I am pretty new to Odin and I wonder if it is possible to add for example some buttons to the Enemy Data Menu that would show on the right, if Enemy Data is selected.
@kaesezwerg1234able4 жыл бұрын
nevermind I found it :) perfect!
@hojaverde52654 жыл бұрын
Is there a name to change the display name of the asset in the tree?
@OneWheelStudio4 жыл бұрын
The command AddAllAssetsAtPath returns an IEnumerable with all the menu items added to the tree. From there you can loop through all the items either with a ForEach or with LINQ and alter the names. For example if you wanted to display all the names as upper case you could do something like this: tree.AddAllAssetsAtPath(path).ForEach(item => item.Name = item.Name.ToUpper()); Hope that answers your question. If not, come on over to the Devdog Discord (link in the video description).
@BestCaso2 жыл бұрын
I'm trying found a tutorial that makes exactly what you have done with your enemy model but i can't find anywhere. You put the model in the scriptable object and displays on the scene editor, is this a property of Odin?
@richardlalan72 жыл бұрын
😄 Nice!
@ngoctamnguyen25803 жыл бұрын
Hello, example in your video, Can I change the name field Health to an image (heart) ? or just create 2 fields is texture and health Field(remove label)?? I just want short my inspector
@sirenix78913 жыл бұрын
You can hide labels with [HideLabel]
@vargonian4 жыл бұрын
Is this compatible with UIElements (aka UI Toolkit)?