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Question by Chiri · Jul 01, 2013 at 10:23 PM · editor

Loading assets in Editor Mode?

Hi all, I'm trying to make an editor tool... quite annoying to be honest. Don't know much about them.

I have figured how to create a menu item and display a window when a link is created (Step 1 :3 ). Next I'm trying to load images from a folder in the project (Step 2) and display them in a grid. (Step 3)...

I have been stuck trying to just get an array with the data for quite a while.

 public class ObjectManager : EditorWindow
 {
     int myInt = 1;
     int[] arr1 = {1,2,3,4,5};
     string[] arr2 = {"ab", "cd", "ef","gh","ij"};
 
     Object txt = new Object();
     bool RunOnce = true;
     // Add menu to Window menu
     [MenuItem ("Level Editor/Add Object")]
     static void Init ()
     {
         // Get existing open window or if none, make a new one:
         ObjectManager window = (ObjectManager)EditorWindow.GetWindow (typeof(ObjectManager));
         window.title = "Object Manager";
     }
     
     void OnGUI ()
     {
 //        if(GUI.Button(new Rect(0,0,200,100), "Get Info"))
 //        {
 //            txt = EditorGUIUtility.Load("Assets/Images/Planets");
 //            txt = Resources.LoadAll("Assets/Images/Planets");
 //        }
         GUILayout.Label ("Base Settings", EditorStyles.boldLabel);
         myInt = EditorGUILayout.IntPopup ("Level Number", myInt,arr2,arr1);
 
         EditorGUILayout.BeginScrollView(new Vector2(0,0));
         GUILayout.Label (txt.name, EditorStyles.boldLabel);
         EditorGUILayout.EndScrollView();
     }
 }

Sooooo 1. How do you load objects while in editor mode to an editor window? Extra Credit: How could they be displayed in a grid?

Any tips to guide me are greatly appreciated :)

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Answer by iwaldrop · Jul 01, 2013 at 11:03 PM

You can create a folder called 'Editor Default Resources' and run the following:

 someTexture = EditorGUIUtility.Load("someTexture.png") as Texture;

Remember that you need to include the full path to the file and the extension. So if you have a file called 'Editor Default Resources/Images/button1.jpg', then you'd run:

 someTexture = EditorGUIUtility.Load("/Images/button1.jpg") as Texture;

Edit: You want to assign these once in your Awake, not each frame in your GUI.

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avatar image Chiri · Jul 02, 2013 at 02:35 PM 0
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Thanks I had forgotten about the editor file. :) Now all i need to do if to figure out the showing the images and i can be happy for 5 $$anonymous$$utes :D.

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