20
votes
Accepted
Start debug window on other monitor than the Godot editor
Look in the "Editor" menu, option "Editor Settings...", then Run > Window Placement > Screen.
9
votes
Accepted
Mute sound in editor in Unity
In the Scene view, you will find a little toggle, near the 2D toggle, at the right of the lightning toggle (with a little sun ...
6
votes
Accepted
How to inspect/modify the runtime state of a node in the Godot editor?
You can do so, although Godot's behavior is slightly different to Unity and I'd suggest trying it in a small test project before you unintentionally change an actual working project.
The functionality ...
5
votes
Accepted
How to make Unity Layout switch while in Play mode
After reading Unity API, I found the solution! It's absolutely possible to change the Unity layout during the Play Mode. We can ...
5
votes
Accepted
Is there a way to run a tool script without attaching it to a node in the scene tree?
In this answer I present a few approaches to run code in the editor. The first one is pretty much what you are already doing. If that is an option for you, it is an option for you.
The second is using ...
5
votes
How can two people simultaneously edit one game project?
You can take a look at SceneFusion for Unity, which is free for up to 2 users and a limited number of GameObjects in the scene. That should work well with your requirement of needing C#.
If you want ...
4
votes
How to make an EditorGUILayout.TextField accept multi-line input in a custom inspector
Ok, so this works as an alternative:
EditorGUILayout.PropertyField(message, GUILayout.Height(80));
3
votes
Accepted
C++ - How to create an engine editor without frameworks like qt and wxWidgets?
If you don't want to use frameworks like qt, wxWidgets, then you'll have to either:
Use the platform windowing API (WINAPI, XLib, Cocoa).
Write your own widget toolkit and render it yourself using ...
3
votes
Update dependent values of Serializable C# classes on Inspector
You can use a MonoBehaviour or ScriptableObject's OnValidate() method. This gets called in the Editor when a script instance gets (re)loaded or when Inspector properties are changed.
It won't ...
3
votes
Custom editor script not updating when values are changed from script?
Override RequiresConstantRepaint(): https://docs.unity3d.com/ScriptReference/Editor.RequiresConstantRepaint.html
3
votes
Custom editor script not updating when values are changed from script?
I just ran into this problem for the first myself... surprised there's no answer to be found anywhere.
After poking at it for a bit, I found a solution myself. Turns out, an inspector doesn't repaint ...
3
votes
Accepted
Is there a way to customize the Game-view Editor GUI?
Simple answer would be no, you can't. This is done in this internal class (In the 'DoToolbarGUI' private method to be precise), meaning you can't just overwrite it easily. See also this question if ...
3
votes
Accepted
How to reference nameof private serialized field in unity custom inspector
Use your interface
Handily enough, you already have your answer. Leave the speed field public, but never pass around or declare references to that class. Only ever ...
3
votes
Accepted
How to run 'Call in Editor' Functions that are implemented in Level Blueprints?
I don't think that's possible. Direct quote from the offical docs on "
Calling Blueprints in the Editor"
The steps described below work for any Blueprint class that you can place in a Level—that is, ...
3
votes
Accepted
Unity Editor extension to group scripts attached to an object
I strongly recommend consolidating your scripts so that you don't have hundreds of components on one GameObject. There are many reasons not to get this carried away with components, some of which I ...
3
votes
Accepted
Editor-only MonoBehaviour (not GameObject)
You can wrap your whole class in an #if UNITY_EDITOR preprocessor directive so that in a build it compiles to an empty file, like this:
...
3
votes
Accepted
Does MonoBehaviour have a method that is called in editor when the object is created?
Yes, OnValidate() gets called only in the Editor (including play mode in-editor) in a few situations:
When the component is added to a game object
When a prefab ...
3
votes
Accepted
Is there any documentation for `EditorGUILayout.Separator()` / what does it do?
In Visual Studio, we can control-click on an identifier such as a function name to jump to the definition for that identifier. In cases where the identifier definition comes from a compiled library, ...
3
votes
Do editor scripts impact game performance?
Editor scripts and custom editor windows using UIToolkit do not affect game or engine performance after the build. They are enclosed within #if UNITY_EDITOR directives, compiled into separate editor-...
3
votes
Why can't I access custom properties clearly declared with _get_property_list()?
As DMGregory has pointed out, the problem was caused by the lack of a _get() method for the property. Once _get() was defined below _set() in the same script, the property could be accessed with dot-...
2
votes
How to return the scene view camera to the default view
Remember to check the documentation for the tools you're using! In this case, the Scene View Navigation page explains how to control the scene view camera:
If your Scene view is in an awkward ...
2
votes
Update dependent values of Serializable C# classes on Inspector
In my opinion I these variables should be treated separately. Use your properties methods as just interactor to that one variable alone. Putting logic in them is a bit smelly I think.
The setter for ...
2
votes
Unity SceneView Positionning object with mouse position in Editor script
Ok, After a lot of research, I finnalt got this to work:
...
2
votes
Accepted
Prevent VS Code opening the Unity scripts twice
Thanks to baheard
I believe it was related to upgrading a project to a new version of unity. I resolved it by deleting the .csproj files and the .sln file form the project folder. Unity will just ...
2
votes
Accepted
Load scene without being in build settings and without using AssetBundle
Turns out there's EditorSceneManager.LoadSceneInPlayMode which does exactly what I'm looking for! Awesome.
I had asked on the Unity Forum and found the answer ...
2
votes
Unity Event Pause/Unpause & jump frame
Because you can determine when the pause button is pressed you can use this to then deduce when a "jump frame" would have occured.
Essentially, when its in pause, one "frame" would call the update ...
2
votes
Is there a way to customize the Game-view Editor GUI?
I made a custom toolbar.
I uploaded it in my github
2
votes
Accepted
Unity List script field with +/- buttons in editor
you can use NaughtyAttributes
NaughtyAttributes is an extension for the Unity Inspector.
It expands the range of attributes that Unity provides so that you can
create powerful inspectors without the ...
2
votes
Accepted
How can I add word wrap to EditorGUILayout.TextArea?
In essence, You need to make sure that the style that is used has wordwrap set to true.
The problem with what you tried is that the style you edited isn't used by the TextArea.
Which style is used is ...
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