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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?
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.
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.
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).