Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by noonche · Dec 18, 2014 at 10:32 AM · editormenu

How Can I Make A Menu Like "Components\Scripts"?

The menu Components\Scripts is automatically populated with all the scripts in your project. I'd like to implement a similar menu that is dynamically populated in order to create a proper "Open Recent" option in the file menu.

How can I do this? It seems like the only way to add menu items is as attributes which makes them compile-time only... I can't find a way to get a hold of the main editor menus to add to them either... Thoughts?

Thanks.

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by EvilTak · Dec 18, 2014 at 10:42 AM

You will have to use the MenuItem attribute for static functions. Note that this uses the UnityEditor namespace and has to be in an editor folder. Example:

 using UnityEngine;
 using UnityEditor;
 using System.Collections;
 
 public class RealtimeReflectionsMenu : ScriptableObject
 {
     [MenuItem("GameObject/Realtime Reflections/Add to Selected Object")]
     static void AddToSelectedObject(){
 
         GameObject reflectionPrefab = (GameObject)AssetDatabase.LoadAssetAtPath ("Assets/Realtime Reflections/Prefabs/Reflection Manager.prefab", typeof(GameObject));
         reflectionPrefab = (GameObject)Instantiate (reflectionPrefab);
 
         Undo.RecordObject (reflectionPrefab, "Reflection Manager Creation");
 
         reflectionPrefab.name = "Reflection Manager";
         reflectionPrefab.transform.parent = Selection.activeGameObject.transform;
         
         reflectionPrefab.transform.localPosition = Vector3.zero;
         reflectionPrefab.transform.rotation = Quaternion.identity;
         
         if (!Selection.activeGameObject.GetComponent<Camera>() && Selection.activeGameObject.renderer) {
             reflectionPrefab.GetComponent<RealtimeReflections>().materials = Selection.activeGameObject.renderer.materials;
         }
     }
 
     [MenuItem("GameObject/Realtime Reflections/Add to Main Camera")]
     static void AddToMainCamera(){
 
         GameObject reflectionPrefab = (GameObject)AssetDatabase.LoadAssetAtPath ("Assets/Realtime Reflections/Prefabs/Reflection Manager.prefab", typeof(GameObject));
         reflectionPrefab = (GameObject)Instantiate (reflectionPrefab);
 
         Undo.RecordObject (reflectionPrefab, "Reflection Manager Creation");
 
         reflectionPrefab.name = "Reflection Manager";
         reflectionPrefab.transform.parent = Camera.main.transform;
 
         reflectionPrefab.transform.localPosition = Vector3.zero;
         reflectionPrefab.transform.rotation = Quaternion.identity;
     }
 
     [MenuItem("Component/Realtime Reflections/Planar Reflections/Add to Selected Object")]
     static void AddPlanarToSelectedObject(){
 
         GameObject go = Selection.activeGameObject;
         go.AddComponent<PlanarRealtimeReflection> ();
 
         Undo.AddComponent<PlanarRealtimeReflection> (go);
 
         foreach (Material m in go.renderer.sharedMaterials) {
             m.shader = (Shader)AssetDatabase.LoadAssetAtPath("Assets/Realtime Reflections/Shaders/PlanarReflection.shader", typeof(Shader));
         }
     }
 }
 

This script is from one of my assets, but I have just uploaded it as an example.

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image noonche · Dec 18, 2014 at 06:54 PM 0
Share

Unless I'm mistaken this only creates a pair of static menu items. What I want is something like the Components\Scripts which is a sub-menu whose items are dynamically populated (ie they can't be known at compile time).

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

3 People are following this question.

avatar image avatar image avatar image

Related Questions

Set Graphics Emulation to No Emulation as Default? 2 Answers

Custom menu dissapearing sometimes. 0 Answers

Null Reference exception when trying to extend the editor. 1 Answer

MenuItem in EditorWindow 1 Answer

Making a Selectable EditorGUI Menu 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges