The QUICKEST window on Unity

Поділитися
Вставка
  • Опубліковано 10 вер 2024

КОМЕНТАРІ • 25

  • @WarpedImagination
    @WarpedImagination  Рік тому +1

    Check out Scene View Bookmarks in the Unity Asset Store
    assetstore.unity.com/packages/tools/utilities/scene-view-bookmark-tool-244521?aid=1101liVpX

  • @lee1davis1
    @lee1davis1 Рік тому +1

    Capital economy is finding an economic need and sell it. You are on a roll with this tools.

  • @nathan5694
    @nathan5694 Рік тому

    Thanks for more editor window content. Another suggestion in general is maybe a video on the do's and don'ts of creating performant editor windows. I love odin, but its very easy to create editors that have a lot of waiting for OnInspectorGUI with it.

    • @WarpedImagination
      @WarpedImagination  Рік тому

      Glad you liked the video .. and great suggestion I have added it

  • @MarcV_IndieGameDev
    @MarcV_IndieGameDev Рік тому +2

    I emailed you a few concerns about the bookmark asset, though, this popup window appears to maybe best way of looking at the library of save bookmarks.
    I will give you a big internet hug if you can build a pie menu system for unity (I use "Pie Menu Editor" for blender) and it's the best addon ever created (but that's a fully fleshed out asset). Pie menus are so underrated it's almost criminal! People missing out in faster workflows. I have my eye on "MonKey - Productivity Commands" but wish it was Pie menu front end.

    • @WarpedImagination
      @WarpedImagination  Рік тому +1

      Thanks for hitting me up with requests I do like extending this tool
      That Pie Menu on Blender is so much more extensive than the Maya Pie Menu .. love it .. and not beyond what I can create in Unity .. that will be one for the backlog

    • @MarcV_IndieGameDev
      @MarcV_IndieGameDev Рік тому +2

      @@WarpedImagination Moment you create it, I will be the first in line to buy. If anything like the blender addon, then I'll give you a gold star :D
      Keep up the awesome work!

  • @Rovsau
    @Rovsau Рік тому +1

    That's pretty neat.
    One thing I only recently learned about the window tabbing in Windows, is that it's possible to use the Arrow keys to navigate them as well.
    I'm not entirely sure what I'll use this for, as I have other ideas in mind for my own SceneViewBoookmarks tool, but it feels great to have the option.
    Thanks!

    • @WarpedImagination
      @WarpedImagination  Рік тому +1

      Should be an easy enough addition to add in arrows within the tool or your own window under the scope of having the Alt key pressed
      Thanks for the suggestion

  • @midniteoilsoftware
    @midniteoilsoftware Рік тому +3

    And the hits keep coming :)

  • @WarpedImagination
    @WarpedImagination  Рік тому

    Check out Scene View Bookmarks in the Unity Asset Store
    assetstore.unity.com/packages/tools/utilities/scene-view-bookmark-tool-244521?aid=1101liVpX

  • @Yoraiz0r
    @Yoraiz0r Рік тому +1

    This kind of modal window could also make for a fantastic developer-friendly test commands tool at runtime!

    • @WarpedImagination
      @WarpedImagination  Рік тому

      Yeah its pretty versatile .. the full version within the bookmarks tool is more refined and could easily be abstracted for multiple uses

  • @raymk
    @raymk Рік тому +1

    Waiting for a day when you make an entire OS using Unity for us...

  • @MarcV_IndieGameDev
    @MarcV_IndieGameDev Рік тому +1

    Is it possible to select an object from the 3D scene & view the inspector for selected item (this happens any ways) but! It by-passes pinging in Hierarchy? (expands the parents hierarchy, showing all attached children objects)
    The frustration of opening a game object with many children objects = lame, it's automatically annoying and having to collapse the parent object every time is a huge time waster in the long run of things.
    A simple hold shift & ctrl & LMB would be a fine for this behaviour.
    Is this a possible to script this behaviour into Unity?
    Happy to clarify if need be.

    • @WarpedImagination
      @WarpedImagination  Рік тому +1

      Interesting idea .. I agree when it pings in the hierarchy and opens up an asset which is probably a few parents down in a massive asset pack its super annoying.
      You can expand and contract the hierarchy using reflection so technically this should be possible. Storing the state of the hierarchy and then realigning it after a selection is made should then be possible.

  • @WAYNGames
    @WAYNGames Рік тому +1

    Is there a way to rebind the shortcut to something else from a user preference?

    • @WarpedImagination
      @WarpedImagination  Рік тому

      Users can rebind the shortcuts with the normal shortcuts window in the Unity Editor

  • @jameslafritz2867
    @jameslafritz2867 7 місяців тому +1

    One thing that I noticed is that the Shortcut Attribute makes this so the user can modify this by editing their shortcuts (Edit->Shortcuts). But you are not using the key combination in the code. For example if the user changed this shortcut to be the B key instead, this code would not work as expected. We can get the shortcut binding from the ShortcutManager with ShortcutBinding shortcutbinding = ShortcutManager.instance.GetShortcutBinding(Shortcut); we can get the foreach (var keyCombination in shortcutBinding.keyCombinationSequence) { Debug.Log($"Key Combination: {keyCombination} or {keyCombination.modifiers}+{keyCombination.keyCode}]"); } which gives us "Key Combination: Alt+G or Alt+G". Is there an easy we to extract the key combination or do we have to manually parse this string ourselves?

    • @jameslafritz2867
      @jameslafritz2867 7 місяців тому +1

      note that the EventModifiers (None=0, Shift=1, Control=2, Alt=4,Command=8,Numeric=16,CapsLock=32,FunctionKey=64) are different from the ShortcutModifiers(None=0,Alt=1,Action=2(Control key on Windows and Linux. Command key on macOS.),Shift=4,Control=8(Marks that the Control key modifier is part of the key combination. Resolves to control key on Windows, macOS, and Linux.))

    • @WarpedImagination
      @WarpedImagination  7 місяців тому +1

      You're right for completeness it would be a good idea to check for the combination .. It could on start of Unity, store the key and modifier (by lookup like you mention and also subscribe to when shortcut changes) then in the OnGUI code use that store .. it is a little annoying that shortcuts and eventmodifiers are different, off the top of my head I cannot remember there being an easy lookup method built into unity

    • @jameslafritz2867
      @jameslafritz2867 7 місяців тому

      @@WarpedImagination I didn't think about subscribing to the shortcutBindingChanged event. I went with a Setup Shortcut method that returns a bool. I set the key code variable to the key combination key code. I set a local shortcut modifier to be none then get the key combination short cut modifier. If the modifier is non i return false. I the check to see to see if the sort cut modifier has the flag set for each option, if it does I use bitwise to add the correct modifier. I call this method from the show window method, if there is no modifier set I do my selection and exit without actually showing the window. I am sure that you already do something similar in the bookmarks tool that you sell on the asset store, just forgot about it when making the video.
      I do have a git hub gist if you would like to share a link. "JamesLaFritz/QuickSelectionWindow.cs"