You must place the image file used to draw this icon in a folder called Gizmos A graphic overlay associated with a GameObject in a Scene, and displayed in the Scene View. The Gizmos.DrawIcon function places an icon in the Scene to act as a marker for a special object or position. More info See in Glossary View to help visualize design details that are otherwise invisible. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. Think of each unique Scene file as a unique level. Gizmos allow you to add graphics to the Scene A Scene contains the environments and menus of your game. Always include the subfolder path in the path passed to the EditorGUIUtility.Load function if your Asset files are in subfolders. Place the needed Asset files in this Editor Default Resources folder, or a subfolder within it. You can only have one Editor Default Resources folder and you must place it in Project root, directly within the Assets folder. This function looks for the Asset files in a folder called Editor Default Resources. More info See in Glossary if the scripts are in the Editor folder.Įditor scripts can make use of Asset files loaded on-demand using the EditorGUIUtility.Load function. A GameObject’s functionality is defined by the Components attached to it. Note: Unity doesn’t allow components derived from MonoBehaviour to be assigned to GameObjects The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. These Assets are only loaded through Editor scripts, and are stripped from builds. Use the EditorGUIUtility.Load function in Editor scripts to load Assets from a Resources folder within an Editor folder. See documentation on Special Folders and Script Compilation Order for a full description. The exact location of an Editor folder affects the time at which its scripts are compiled relative to other scripts. Place your Editor scripts inside an Editor folder or a subfolder within it. You can have multiple Editor folders placed anywhere inside the Assets folder. Scripts in an Editor folder run as Editor scripts, not runtime scripts. However, some functions do need to have the Assets folder included as part of a pathname (for example, certain functions in the AssetDatabase class).Įditor scripts add functionality to Unity during development, but aren’t available in builds at runtime. Most API functions assume that everything is located in the Assets folder, and so don’t require it to be mentioned explicitly. The contents of the Project window A window that shows the contents of your Assets folder (Project tab) More info See in Glossary in the Editor correspond directly to the contents of the Assets folder. More info See in Glossary folder is the main folder that contains the Assets used by a Unity project. You can also create some asset types in Unity, such as an Animator Controller, an Audio Mixer or a Render Texture. An asset may come from a file created outside of Unity, such as a 3D Model, an audio file or an image. The Assets Any media or data that can be used in your game or project. This page contains the full list of special folder names used by Unity. More info See in Glossary in a folder called Editor for them to work correctly. For example, you must place Editor scripts A piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like. However, there are folder names that Unity reserves for special purposes. You can usually choose any name you like for the folders you create to organize your Unity project.
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