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Creating a level editor, question about GUI/interface
I'm creating a level editor using Unity3D and have a question about the GUI and interface for it.
I'm looking to make my level editor look as closely to the Unity3D GUI and thinking of different ways of going about it. I would like to be able to edit and rotate like Unity3D does and the general "feel" you get using Unity3D. Also, if I do this in Unity3D, do I need to make it run like a game, or is there another "editor" mode that I can run in? What I want the users to be able to do is be able to add/edit/delete objects without giving them full control of them.
Thanks in advance,
-John
Answer by BerggreenDK · Aug 08, 2011 at 11:29 AM
We have had the same situation here. Our solution is to save the leveldata on our own game/assetserver which we build from scratch.
Every model, level part etc. is saved and loaded through usage of the WWW functions.
On the server-side you can pick any serverscript language you want, we have choosen ASP.net as we like C# and for storage, this enables us to use SQL-server, XML files or raw ASCII if we want.
So what we do is that we build a "game-mode" that is the editor, this scene/unity3d file includes all the needed login, authentication, and storage save/load functionality we need.
When we build the actual game, we just need the READ WWW functions from the editor or, we can build a levelcompiler, that runs through all our serverdata an builds some large unity scripts that we can copy into our game project for static values (depending on what publishing platform we choose).
I hope this of any help?
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