Custom Editor Windows Made Easy with Odin Inspector!

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  • Опубликовано: 31 июл 2024
  • Creating custom inspectors in Unity can be difficult and time consuming. Odin Inspector make it easy to add custom editor windows to your project with just a few lines of code. This video looks at creating an editor to create and manage scriptable objects.
    Video Files (Github)
    github.com/onewheelstudio/Dev...
    Buy Odin Inspector: odininspector.com/pricing
    Odin Inspector: odininspector.com/
    More Odin Tutorials: odininspector.com/tutorials
    Odin Attributes: odininspector.com/attributes
    Devdog Discord: / discord
    Odin Project Validator: odininspector.com/odin-projec...
    Assets Used in the Video (Affiliate Links)
    Low Poly Toon Battle Arena: assetstore.unity.com/packages...
    RPG Monster DUO PBR Polyart: assetstore.unity.com/packages...
    Boximon Cyclopes: assetstore.unity.com/packages...
    Boximon Fiery: assetstore.unity.com/packages...
    #devdog #odininspector #unitygamedevelopment #scriptableobjects #unitycustomeditor

Комментарии • 25

  • @MrHandsy
    @MrHandsy 3 года назад +3

    You have no idea how much I appreciate your tools. Best $80+ I've ever spent and I will never regretti speghetti.

  • @broganking9830
    @broganking9830 4 года назад +6

    Where has this been my whole life! thank you for showing me this, definitely putting this to good use

  • @parboilrice
    @parboilrice 4 года назад +10

    Awesome. I haven't been using Scriptable Objects for my enemy types, but I now feel like I have enough reason to do so with the last few videos you've released.
    Great video.

  • @MrZtapp
    @MrZtapp Год назад

    I just purchased your products and this will help me a lot. Awesome tutorial, thanks.

  • @alejmc
    @alejmc 4 года назад +6

    The learning curve for this has been lowered to new grounds. This is exactly what I needed to stop avoiding using the tree menu windows.
    Don’t get me wrong, the documentation is quite top notch and all, but for some things, especially integrated examples, this is it.
    Thanks a lot

    • @OneWheelStudio
      @OneWheelStudio 4 года назад

      So glad the video is useful! This is why we're making the videos. Any other Odin bars that feel a bit too high? Or something you wish you understood better? Always looking to mine ideas for videos ;)

  • @bentom945
    @bentom945 3 года назад +1

    Amazing... will get this soon when I have budget.

  • @halivudestevez2
    @halivudestevez2 5 месяцев назад

    now this part is extremely helpful even odin and the tutiroal, too

    • @halivudestevez2
      @halivudestevez2 5 месяцев назад

      but yeah, need to go further.... like handling subfolders... and can I make a more generic solution based on this class.... and remove code duplication of creating new ;)

  • @richardlalan7
    @richardlalan7 Год назад

    😄 Nice!

  • @lucassivolella
    @lucassivolella 8 месяцев назад

    This is insane! This feature is great! One question though, how can I quickly draw my scriptable object in the window like the tree does, so I can do the same but inheriting from OdinEditorWindow

  • @TheKr0ckeR
    @TheKr0ckeR Год назад

    Great guide! How can I make the name more generic while creating name? Even if their name is same, I want to be able to increase its number like.. Board Data 1, Board Data 2 etc without naming it

  • @kaesezwerg1234able
    @kaesezwerg1234able 4 года назад

    Hi, super useful videos, thanks for that. I am pretty new to Odin and I wonder if it is possible to add for example some buttons to the Enemy Data Menu that would show on the right, if Enemy Data is selected.

  • @tr25ny
    @tr25ny 3 месяца назад

    How would I launch an editor window from a component on GameObject, instead of using [MenuItem("My Game/Some Window")]. is this possible.

  • @BestCaso
    @BestCaso 2 года назад

    I'm trying found a tutorial that makes exactly what you have done with your enemy model but i can't find anywhere. You put the model in the scriptable object and displays on the scene editor, is this a property of Odin?

  • @ngoctamnguyen2580
    @ngoctamnguyen2580 2 года назад

    Hello, example in your video, Can I change the name field Health to an image (heart) ? or just create 2 fields is texture and health Field(remove label)?? I just want short my inspector

    • @sirenix7891
      @sirenix7891  2 года назад

      You can hide labels with [HideLabel]

  • @112Nelo
    @112Nelo 3 года назад +1

    Why are you destroying the EnemyData scriptable object from CreateNewEnemyData? Since it's just in memory won't garbage collection take care of it?

  • @hojaverde5265
    @hojaverde5265 4 года назад +1

    Is there a name to change the display name of the asset in the tree?

    • @OneWheelStudio
      @OneWheelStudio 4 года назад +1

      The command AddAllAssetsAtPath returns an IEnumerable with all the menu items added to the tree. From there you can loop through all the items either with a ForEach or with LINQ and alter the names.
      For example if you wanted to display all the names as upper case you could do something like this:
      tree.AddAllAssetsAtPath(path).ForEach(item => item.Name = item.Name.ToUpper());
      Hope that answers your question. If not, come on over to the Devdog Discord (link in the video description).

  • @vargonian
    @vargonian 4 года назад

    Is this compatible with UIElements (aka UI Toolkit)?

    • @sirenix7891
      @sirenix7891  4 года назад +1

      It's not yet, but that's on the roadmap!