wow such a high level advanced unity tutorial. its really rare to see that there are videos of these topics. really nice to see. now let me watch your whole video list from start to finish :D
I try and stick to the novel, advanced and niche stuff .. there is the odd beginner bit here or there, but usually as a precursor. Glad you liked the video and hope you like the rest
Great video as usual! Thanks for finding these undocumented features they make life a lot easier Funnily enough I was also getting grumpy about Unity's documentation going to "not found" only last night! Must be a grumpy old man thing!😆
Hello and thanks for another great tutorial. I'd love to see if its quickly possible to make something like "inline scriptable object" in inspector, perhaps there is some Unity undocumented magic method for that? The thing I'm talking about is for example when you go to Lighting tab and then in Scene subsection, you have "Lighting Settings" asset, which I believe is ScriptableObject. You can point something existing in filesystem, but you also have "New" button that allows you to create this asset as inline one. Something like Godot resources I think.
Good question .. you can draw inspectors from other objects (including scriptable objects) inside other inspectors, using Editor.CreateCachedEditor I did a video showing how to use it here ua-cam.com/video/WkmXppRHJ-g/v-deo.html
@@martinchya2546 Gotta sorry I jumped to a conclusion without reading fully So for that I would create a property attribute and associated property drawer. I would stick the attribute over the field in the inspector. The property drawer would include a "new" button. The new button would run the method that created the asset in the same way as this video (what is the menu item method), defaulting to the root folder of the project for the path. That method would set the created asset back into the field which would be the property reference in the property drawer. The action would still happen the same way.
grumpy old men finding undocumented gems for unity editor tooling, should be title of this video
Was I that bad .. lol
@@WarpedImagination no it was great i was just picking up your joke :)
I try and put easter eggs and little moments in all the videos .. glad someone picked up on them
wow such a high level advanced unity tutorial. its really rare to see that there are videos of these topics. really nice to see. now let me watch your whole video list from start to finish :D
I try and stick to the novel, advanced and niche stuff .. there is the odd beginner bit here or there, but usually as a precursor.
Glad you liked the video and hope you like the rest
Great video as usual! Thanks for finding these undocumented features they make life a lot easier
Funnily enough I was also getting grumpy about Unity's documentation going to "not found" only last night! Must be a grumpy old man thing!😆
Nice to hear someone else shares my pain!
Glad you liked the video
Love it! You got me to audibly laugh twice with your snarky comments too.
Then mission accomplished on my part
Glad you liked the video
Great info, I will add it to my unity toolset quite quickly :D
Glad it was helpful and past the test to make it into your toolset
Great as always.
Glad you liked it
Hello and thanks for another great tutorial. I'd love to see if its quickly possible to make something like "inline scriptable object" in inspector, perhaps there is some Unity undocumented magic method for that? The thing I'm talking about is for example when you go to Lighting tab and then in Scene subsection, you have "Lighting Settings" asset, which I believe is ScriptableObject. You can point something existing in filesystem, but you also have "New" button that allows you to create this asset as inline one. Something like Godot resources I think.
Good question .. you can draw inspectors from other objects (including scriptable objects) inside other inspectors, using Editor.CreateCachedEditor
I did a video showing how to use it here ua-cam.com/video/WkmXppRHJ-g/v-deo.html
@@WarpedImagination its not what I mean. I'm not sure if I can explain it properly, but if you enter lightning settings, you will see what I mean.
@@martinchya2546 Gotta sorry I jumped to a conclusion without reading fully
So for that I would create a property attribute and associated property drawer. I would stick the attribute over the field in the inspector.
The property drawer would include a "new" button.
The new button would run the method that created the asset in the same way as this video (what is the menu item method), defaulting to the root folder of the project for the path. That method would set the created asset back into the field which would be the property reference in the property drawer. The action would still happen the same way.