In this module, we will explore how to create custom editors and gizmos in Unity. Custom editors allow you to extend the Unity Editor to suit your needs, while gizmos help you visualize objects and components in the Scene view.
Key Concepts
-
Custom Editors:
- Extending the Unity Editor to create custom inspector windows.
- Enhancing the workflow by providing more intuitive and powerful tools.
-
Gizmos:
- Visualizing objects and components in the Scene view.
- Debugging and understanding the spatial relationships of objects.
Custom Editors
Creating a Custom Editor
To create a custom editor, you need to create a new script that extends Editor
. This script will override the default inspector for a specific component.
Example: Custom Editor for a Simple Component
-
Create a Simple Component:
using UnityEngine; public class SimpleComponent : MonoBehaviour { public float speed; public Color color; }
-
Create a Custom Editor Script:
using UnityEditor; using UnityEngine; [CustomEditor(typeof(SimpleComponent))] public class SimpleComponentEditor : Editor { public override void OnInspectorGUI() { SimpleComponent simpleComponent = (SimpleComponent)target; simpleComponent.speed = EditorGUILayout.FloatField("Speed", simpleComponent.speed); simpleComponent.color = EditorGUILayout.ColorField("Color", simpleComponent.color); if (GUILayout.Button("Reset Values")) { simpleComponent.speed = 0; simpleComponent.color = Color.white; } if (GUI.changed) { EditorUtility.SetDirty(simpleComponent); } } }
Explanation
- [CustomEditor(typeof(SimpleComponent))]: This attribute tells Unity that this editor script is for the
SimpleComponent
class. - OnInspectorGUI(): This method is overridden to define the custom inspector GUI.
- EditorGUILayout: Provides various controls for the custom inspector (e.g.,
FloatField
,ColorField
). - GUILayout.Button: Creates a button in the inspector.
- EditorUtility.SetDirty: Marks the object as dirty to ensure changes are saved.
Gizmos
Drawing Gizmos
Gizmos are drawn using the OnDrawGizmos
or OnDrawGizmosSelected
methods in your component script.
Example: Drawing Gizmos for a Simple Component
- Update the Simple Component Script:
using UnityEngine; public class SimpleComponent : MonoBehaviour { public float speed; public Color color; private void OnDrawGizmos() { Gizmos.color = color; Gizmos.DrawSphere(transform.position, 0.5f); } }
Explanation
- OnDrawGizmos(): This method is called by Unity to draw gizmos in the Scene view.
- Gizmos.color: Sets the color of the gizmo.
- Gizmos.DrawSphere: Draws a sphere at the specified position with the given radius.
Practical Exercise
Exercise: Create a Custom Editor and Gizmo
-
Create a new component script named
CustomComponent
:using UnityEngine; public class CustomComponent : MonoBehaviour { public float radius = 1.0f; public Color gizmoColor = Color.green; private void OnDrawGizmos() { Gizmos.color = gizmoColor; Gizmos.DrawWireSphere(transform.position, radius); } }
-
Create a custom editor script for
CustomComponent
:using UnityEditor; using UnityEngine; [CustomEditor(typeof(CustomComponent))] public class CustomComponentEditor : Editor { public override void OnInspectorGUI() { CustomComponent customComponent = (CustomComponent)target; customComponent.radius = EditorGUILayout.FloatField("Radius", customComponent.radius); customComponent.gizmoColor = EditorGUILayout.ColorField("Gizmo Color", customComponent.gizmoColor); if (GUILayout.Button("Reset Values")) { customComponent.radius = 1.0f; customComponent.gizmoColor = Color.green; } if (GUI.changed) { EditorUtility.SetDirty(customComponent); } } }
Solution Explanation
- CustomComponent: Defines a component with a radius and gizmo color, and draws a wire sphere gizmo.
- CustomComponentEditor: Creates a custom inspector for
CustomComponent
with fields for radius and gizmo color, and a reset button.
Common Mistakes and Tips
- Forgetting to Mark Dirty: Always use
EditorUtility.SetDirty
to ensure changes are saved. - Performance: Be cautious with complex gizmos as they can impact performance in the Scene view.
- Testing: Regularly test your custom editors and gizmos to ensure they work as expected.
Conclusion
In this module, you learned how to create custom editors and gizmos in Unity. Custom editors enhance your workflow by providing tailored inspector windows, while gizmos help visualize and debug objects in the Scene view. Practice creating custom editors and gizmos to become proficient in extending the Unity Editor to suit your needs.
Unity Course
Module 1: Introduction to Unity
- Introduction to Unity and Installation
- Unity Interface Overview
- Creating Your First Project
- Basic Game Objects and Components
Module 2: Basic Scripting in Unity
- Introduction to C# for Unity
- Creating and Attaching Scripts
- Understanding MonoBehaviour
- Basic Input Handling
Module 3: Working with Assets
Module 4: Physics and Collisions
- Introduction to Unity Physics
- Rigidbodies and Colliders
- Basic Collision Detection
- Using Physics Materials
Module 5: User Interface (UI)
- Introduction to Unity UI
- Creating and Customizing UI Elements
- Handling UI Events
- Creating Menus and HUDs
Module 6: Audio in Unity
- Introduction to Audio in Unity
- Importing and Using Audio Clips
- Basic Audio Scripting
- 3D Audio and Spatial Sound
Module 7: Advanced Scripting
- Advanced C# Concepts for Unity
- Coroutines and Asynchronous Programming
- Scriptable Objects
- Custom Editors and Gizmos
Module 8: Advanced Physics and AI
- Advanced Physics Techniques
- Pathfinding and Navigation
- Basic AI Scripting
- State Machines and Behavior Trees
Module 9: Optimization and Performance
- Profiling and Optimization Techniques
- Memory Management
- Reducing Draw Calls
- Optimizing Physics and Collisions