I Can Has Custom Menuz In Unity

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Warped Imagination

Warped Imagination

Күн бұрын

This Unity tutorial shows you how to declutter your Editor windows with the special interface IHasCustomMenu.
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Пікірлер: 23
@WarpedImagination
@WarpedImagination 5 ай бұрын
I apologize in advance for the throwback in the thumbnail .. I did wonder if anyone would notice .. wife noticed immediately and just gave me a look 👀
@sealsharp
@sealsharp 5 ай бұрын
I think AI art is more throw-up than throw-back but the content of the video is fresh as usual, good job!
@iiznub1232
@iiznub1232 5 ай бұрын
Unity's Editor wizzard giving away his spells, as always :)
@WarpedImagination
@WarpedImagination 5 ай бұрын
Teach your spells freely, for true magic cannot be given away; it only grows stronger in the sharing .. or something about sharing is caring
@soloqubit
@soloqubit 5 ай бұрын
I really love tidbits like this. Short, simple, succinct. They make me feel all warm inside.
@WarpedImagination
@WarpedImagination 5 ай бұрын
Hopefully time will allow me to swing some longer form videos in soon as well
@raymk
@raymk 5 ай бұрын
WOW. just a wow extra knowledge. good tutorial as always.
@WarpedImagination
@WarpedImagination 5 ай бұрын
Glad you liked it
@beardordie5308
@beardordie5308 5 ай бұрын
Now I want a cheezburger
@WarpedImagination
@WarpedImagination 5 ай бұрын
Good someone remembers .. otherwise my pinned comment would be weird
@twistedliverstudio
@twistedliverstudio 5 ай бұрын
Always with the best tips and saving us time from reading docs LOL though I do still need read them.
@WarpedImagination
@WarpedImagination 5 ай бұрын
I should make a website that catalogs all these tips so they are easy to search
@ragerungames
@ragerungames 5 ай бұрын
awesome tip!
@WarpedImagination
@WarpedImagination 5 ай бұрын
Glad you liked it
@ragerungames
@ragerungames 5 ай бұрын
@@WarpedImagination Always enjoying your content! Personally, I primarily focus on the Unity runtime API, so your channel is incredibly helpful for me to learn more about Editor APIs.
@martin-schoen
@martin-schoen 5 ай бұрын
This one is nice, but I already used this.
@WarpedImagination
@WarpedImagination 5 ай бұрын
Good to hear someone else found this in the docs .. at the time I wanted to add to the inspector tab menu, never got around to getting that solution
@Hietakissa
@Hietakissa 5 ай бұрын
Kind of unrelated, but regarding editor tooling; since Unity doesn't allow us to make a Texture2DArray natively within the inspector, I made a simple script that can create one for me from the selected textures, however I noticed that since I just overwrite the previous asset with AssetDatabase.CreateAsset, all materials that reference that array then lose that reference. Since the Texture2DArray class doesn't expose any way to edit the properties either (to edit the asset without completely overwriting it with another one), am I SOL? What I need to be able to do is set the texture data, which I can do with a pre-existing asset, but what I can't seem to be able to do is change the array size without creating a new asset.
@WarpedImagination
@WarpedImagination 5 ай бұрын
If you cannot get around the creating a new asset flow then instead you could create a script that replaces the selected asset and uses AssetDatabase.GetDependencies to find all the materials that reference it and update them to point at the new asset.
@Hietakissa
@Hietakissa 5 ай бұрын
​@@WarpedImagination I believe GetDependencies does the opposite of what I want. If I understood the description correctly, it returns all the assets a given asset is dependent on, not all assets that depend on a given asset, which also correlates with it only returning itself as the only dependency, rather than a material that uses it. Seems like I'll have to keep replacing the references by hand :(
@WarpedImagination
@WarpedImagination 5 ай бұрын
Oh my bad .. rush replied Your right GetDependencies is the wrong way round .. unfortunately there is not a reverse (that I know of) so you'd have to code it, shouldn't be too hard though Get all materials AssetDatabase.FindAssets("t:Material"); Load each in turn and check the texture references (obviously do this before any replacement takes place), there is a class called ShaderUtil which can return property types so you can iterate and find all the texture properties. Then see in the texture is the one you are replacing. Cache, do the replacement of the texture and then replace references. Its an expensive operation to run, so depending upon your project size it might need a progress bar .. however it would save time compared to by hand I would hope.
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