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Question by keiranlovett · Nov 07, 2014 at 05:24 PM · c#uimenu4.6

Recreate Unity Editor Window in Game

What would be the best way to recreate a "inspector" like UI panel that can be easily extended with various different scripts. For example for an RTS game, you have the base template functions when you click on the building object, but then depending on the type of building selected additional related ui elements tied to related scripts show up.

Is there any example of this being achieved in Unity. I'm yet to find any C# or Unity thread that breaks down a good best practice for such concept.

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avatar image AlwaysSunny · Nov 07, 2014 at 05:23 PM 0
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I don't know that there's any special way to go about this. You'd want to standardize as much as possible, so that you can re-use any common UI elements you need to create. If you have a concept which will be repeated in multiple types of menus, make it a class, and make the element+class into a prefab you can clone as needed. Have a "menu factory" class that builds your sub-menus and stuff to specification as needed, or, if it's more prudent, you can manually create every possible menu variant as a prefab ins$$anonymous$$d.

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