Questions tagged [editors]
Editors are pieces of software designed to help create and modify game content. This may include in-house developer tools, or level editors and other tools released to the player community. Use this tag for help creating your own editing tools, or customizing editing workflows in existing engines (such as custom inspectors in Unity)
147 questions
1 vote
1 answer
70 views
Gizmo scaling with arbitrary reference coordinate system
I am currently implementing gizmos in my engine (or rather continuing the implementation I made a year ago). I had implemented a way to choose whether transformations are applied based on local space ...
0 votes
1 answer
116 views
Color is different in Scene vs Game View
This is a new project I just started, so it has no scripts or assets attached to it. As the picture shows the scene view and game view have a different colors. I don't know what I should change, since ...
1 vote
2 answers
207 views
Persist global shader parameter
I use Shader.SetGlobalVector to modify the behaviour of multiple shaders. I added a MenuItem to change these parameters in ...
0 votes
0 answers
56 views
How can I either adjust or create custom text anchors for property attributes?
Following up on a previous question about aligning HeaderAttributes, I've been attempting to slightly offset my own custom header attribute so that it's either to ...
0 votes
1 answer
561 views
Is there any documentation for `EditorGUILayout.Separator()` / what does it do?
I'm experimenting with custom editors, and stumbled upon EditorGUILayout.Separator() while trying to figure out how to draw a line near the top of my inspector ...
0 votes
0 answers
103 views
How to load a whole folder of assets without using a Resources folder?
I have a folder full of images that I want to keep ready in a script. The Unity way to do this is to have a MonoBehaviour with, for example, a ...
1 vote
1 answer
292 views
Is it possible to change the default color of Godot's NavigationMesh3D in the editor?
I'm working on a game that uses a lot of high-intensity and pastel color language, and unfortunately, the navigation mesh is doing the same thing! There's a good bit of eye strain there. If I could ...
0 votes
1 answer
1k views
Does MonoBehaviour have a method that is called in editor when the object is created?
I'm coming from Unreal, and in Unreal you can use the constructor to make logic that is called in editor (as well as when beginning play). This is useful for some things, but Unity documentation says ...