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Question by Fahv · Apr 13, 2015 at 06:33 PM · c#buildeditorwindoweditorguilayout

Editor GUI in Built Game

Hello,

I am making a map editor for my game and for the most part I have done this by extending the editor with custom windows. Now I have run into the problem that I would like to deploy the map editor as its own separate application. To be run at the same time as my game.

Is there anyway to create a build of the game that includes Editor Windows? or is there some easy way to change editor windows into game GUI?

For reference here a subset of the EditorGuiLayout functions that I am using

 (Texture2D)EditorGUILayout.ObjectField("Top(+Y)",topTexture,typeof(Texture),false);
 
 EditorGUILayout.Slider("Start size of x: ",(float)size_x,1,100);
 
 EditorGUILayout.LabelField("Tile Type");
 
 tileTypeIndex = EditorGUILayout.Popup(tileTypeIndex,tileTypes);

To my knowledge EditorGUILayout.Objectfield is only available in the editor.

Thank you in advance.

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Answer by RudyTheDev · Apr 13, 2015 at 10:04 PM

You can't really include anything from UnityEditor into the built game. There are a lot of dependencies, and much of the code calls directly into Unity's native side. A lot of things are editor-specific and there isn't a way for them to work outside it (for example, what is something like isProSkin supposed to return? Does a build know what Unity license you have?).

I'm afraid, you will have to write such special controls yourself if you want them in the build. There are many examples around, but I don't think I've seen a full solution to mimick certain editor's features, like ObjectField or something.

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