Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Herman-Tulleken · May 31, 2015 at 06:26 PM · editor

What are good strategies for allowing users to extend behaviour of your scripts?

This is a problem that I have frequently building tools for the editor:

I have a script, say MakeCube that makes a cube. I want to make this script so that it can somehow take custom behaviour. For example, a script that will place the cube - a script with a function PlaceCube that returns a Vector3. Ideally, my code should look something like this:

 public class MakeCube: SomeClass //More about this later
 {
    public CustomPlacer placer;
 
    public void Make()
    {
       var cube = ... //make the cube
       if(placer != null)
       cube.transform.position = placer.PlaceCube();
 
       ...//Do other stuff
    }
 }

And ideally, I want:

  • The user to specify the script file

  • A GUI to render showing all the custom properties of the user's script

  • The method to work whether SomeClass is a ScriptableObject, Monobehaviour, or ScriptableWizard

It would be ideal if the user does not have to make any object with the script attached and drop that into the placer field. (This is especially desirable for things such as scriptable wizards, where the idea is to just quickly fill in the properties, and not to have to make a temporary object this for running the wizard with custom behaviours).

The best solutions I found so far is to look for components attached to the same object as MakeCube, but this does not work for scriptable objects.

I welcome any ideas or approximate solutions!

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

20 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

How do you find the true center of a game-object? 1 Answer

Where can I find the Uniscite editor? 1 Answer

Can't add property to animation 4 Answers

Is it possible to have editor-only native plugins? 0 Answers

Editor crashes after build on any platform 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges