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Question by xEnOnn · Apr 13, 2013 at 09:37 AM · editorunityeditoreditorgui

Creating a custom script that extends other scripts in Editor

I have a base class called BaseObject.cs.

I'm trying to create a script for the Unity editor (Editor script) such that it will automatically create a new c# script called "`TestScript.cs`" of type TestScript that extends BaseObject.

Is this possible?

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Answer by whydoidoit · Apr 13, 2013 at 09:46 AM

Sure but you need to actually create the .cs file:

     File.WriteAllText(filenameInAssets, yourScriptAsAString);
     AssetDatabase.Refresh();
     var scriptObject = AssetDatabase.OpenAsset(AssetDatabase.LoadAssetAtPath(filename, typeof(MonoScript)));

Though you have to wait for the script to import and compile before accessing it properly.

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avatar image xEnOnn · Apr 13, 2013 at 10:03 AM 0
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Thanks! It seems that File.WriteAllText(filenameInAssets, yourScriptAsAString); doesn't recognise Unity editor's localpath. Is there anyway to convert the editor's local asset path to a global one so that File.WriteAllText can know where to store the file?

avatar image whydoidoit · Apr 13, 2013 at 10:09 AM 0
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Really? I just write to Assets/Whatever.cs

avatar image whydoidoit · Apr 13, 2013 at 10:09 AM 0
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You have to have that Assets at the front for sure.

avatar image xEnOnn · Apr 13, 2013 at 10:50 AM 0
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oh Thanks! yea, you are right. It works. I just need to have Assets at the front.

avatar image xEnOnn · Apr 13, 2013 at 01:52 PM 0
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I just got a problem with this. So after creating the script in the assets folder, I added that to a gameobject. But I get this error:

 Script TestComponent has not finished compilation yet. Please wait until compilation of the script has finished and try again.
 UnityEngine.GameObject:AddComponent(String)

Looks like I cannot add directly the newly created script to the gameobject because the AssetDatabase.Refresh() is asynchronous. Is there a way to keep looping and check that when the refresh is ready then I start adding the script as a component to a gameobject?

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