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Question by TomH · Nov 01, 2013 at 02:21 PM · plugincustom editoreditor extension

Writing custom editors

I want to extend an editor for a component of mine. I am already familiar with the EditorWindow/CustomInspector/OnGUI-Stuff, however: How can I write a more flexible custom editor. How do Editors like Playmaker are made?

What I know so far is, that they are imported as a DLL (that I could create in Visual Studio). What I don't know is, how to start. How to setup a plugin that creates a custom editor that is dockable in Unity, but more flexible than the known OnGUI-Functions (preferably with WPF, if possible).

Can anyone provide more info on that?

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avatar image zombience · Nov 01, 2013 at 03:58 PM 0
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Hmm, I can't find the exact video I'm thinking of, but Yilmaz $$anonymous$$iymaz (Voxelboy on twitter) has done some great videos for the Unite conference about some advanced editor work.

I found this video (and I haven't watched it yet) by him, and if it covers some of the same stuff his Unite conference video covered, it's probably going to be really helpful for you:

https://www.youtube.com/watch?v=t-wShOv8c1E

Yeah, I'm interested in this same topic, so I've been digging around a bit. It can be hard to get info, but it's out there. Check out other Unite conference videos.

avatar image zombience · Nov 01, 2013 at 04:03 PM 0
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in the video I'm thinking of, he actually runs through how to turn the Asset Store window into an actual fully functional web browser window. Just for fun.

So, assu$$anonymous$$g he can give you insight on how to make that powerful of a change to an existing window, it seems like it might help you do what you're trying to do.

avatar image Eric5h5 · Nov 01, 2013 at 04:21 PM 0
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You can't use WPF; that's Windows-only. All custom editors use Unity's GUI system. Using a DLL or not isn't relevant; they work the same as scripts, and providing a DLL is merely for the sake of convenience (reduced compilation times among other things).

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