
This video will introduce the course, Unity Editor Scripting - Beginner to Expert. In this course we will use C# code to customize and extends the Unity Editor to make it easier to use for our game development projects. By the end of this video you will understand the learning objectives for the course and the projects we will be working on.
In this video we will learn what Editor Scripting is and why it is useful for all Unity developers to understand how to use C# code to write Editor scripts. By the end of this video you will understand what Editor Scripting is in the Unity Game Engine and the role that Editor Scripting plays in Unity game development.
In this video we will look at each of the hands-on projects we will be building in this course. By the end of this video you will have a better understanding of the projects we will build in this course using C# code for Editor Scripting in Unity.
This video will introduce Section 2: Unity Editor Scripting Strategies. By the end of this video you will have a clear understanding of the learning objectives for this section of the course.
In this video we will learn about the differences between Unity's two forms of editor scripting, Immediate Mode GUI (IMGUI) and UI Toolkit. We'll be using both of these solutions in this course to create editor tools. By the end of this video you will understand what IMGUI and UI Toolkit are, the differences between them, and the role that they play in Unity editor scripting.
In this video we will learn about Immediate Mode GUI (IMGUI) and look at an example of using it to create an editor script. By the end of this video you will have a better understanding of IMGUI and the role that it plays in Unity Editor Scripting.
In this video we will learn about using UI Toolkit with UI Builder and look at an example of using it to create an editor script. By the end of this video you will have a better understanding of using UI Toolkit with UI Builder and the role that it plays in Unity Editor Scripting.
In this video we will learn about using UI Toolkit with UXML and look at an example of using it to create an editor script. By the end of this video you will have a better understanding of using UI Toolkit with UXML and the role that it plays in Unity Editor Scripting.
In this video we will learn about using UI Toolkit with C# and look at an example of using it to create an editor script. By the end of this video you will have a better understanding of using UI Toolkit with C# and the role that it plays in Unity Editor Scripting.
This video will summarize and recap the material taught in Section 2: Unity Editor Scripting Strategies. By the end of this video you will be ready to move onto the next section of the course.
This video will introduce Section 3: Custom Hierarchy Tools. By the end of this video you will understand the Unity Editor Scripting project we will work on in this section of the course and each of the learning objectives for this section.
In this video we will take a look at what problem the custom hierarchy tools we build will solve, and get a sneak peak at what this tool will look like when completed. By the end of this video you will understand how the custom hierarchy tools projects will make working with Unity's hierarchy of gameObjects easier.
In this video we will create the Editor script. We'll learn about concepts like the Editor folder and using the InitializeOnLoad attribute. By the end of this video you will have created an Editor script in Unity and understand how to utilize Unity's Editor folder and attributes.
In this video we will learn about Unity's Editor Script lifecycle. By the end of this video you will understand the different lifecycle methods that a Unity Editor Script has access to and how they differ from the MonoBehaviour lifecycle methods.
In this video we will add a button to the hierarchy to make it easier to activate and de-activate gameObjects. We'll learn about concepts like using the EditorUtility class and working with a GUI.Toggle object in Unity. By the end of this video you will understand how to add a toggle to the Unity hierarchy that activates and de-activates gameObjects using Editor Scripting code.
In this video we will add an info icon to the hierarchy that will display a description for a gameObject when the cursor hovers over it. We'll be learning about concepts like programmatically accessing fields from the inspector and utilizing the Header attribute. By the end of this video you will understand how to create info icons that can be moused over to provide more information about objects in the hierarchy.
In this video we will add a zoom button to the hierarchy that will frame the selected game object when it is clicked. We'll be learning about topics like using the Selection and SceneView classes. By the end of this video you will understand how to programmatically frame gameObjects in the scene view.
In this video we will add a create prefab button which will allow us to easily create a prefab out of a gameObject in the hierarchy. We'll be learning about concepts such as the AssetDatabase class and the EditorGUIUtility class. By the end of this video you will understand how to create a button that easily converts a gameObject in the Unity hierarchy into a prefab.
In this video we will add a delete button which will allow us to easily delete a gameObject from the hierarchy. We'll be learning how to use Unity's DeleteImmediate() function to delete a gameObject from an Editor script. By the end of this video you will understand how to use Unity Editor scripting to create a button that allows you to easily delete a gameObject from the hierarchy.
In this video we will take a look at using the custom hierarchy tools that we built in this section of the course.
This video will summarize and recap the material taught in Section 3: Custom Hierarchy Tools. By the end of this video you will be ready to move onto the next section of the course.
This video will introduce Section 4: Batch Rename Tool. By the end of this video you will understand the Unity Editor Scripting project we will work on in this section of the course and each of the learning objectives for this section.
In this video we will take a look at what problem the batch rename tool we will build will solve, and get a sneak peek at the final functionality of the tool. By the end of this video you will understand how this tool will make renaming multiple objects at once easier when working in Unity.
In this video we will learn how to create a custom Editor Window using editor scripting in Unity. By the end of this video you will understand how to write C# code that displays a custom window in the Unity editor.
In this video we will learn about the EditorGUILayout class, which we will be working with extensively in the coming videos to populate the editor window for our batch rename tool. By the end of this video you will understand what the EditorGUILayout class is and the role that it plays in Unity game development.
In this video we will add label fields to our editor window. By the end of this video you will understand what a label field is and how to work with labels in Unity editor scripts.
In this video we will add text fields to our editor window. By the end of this video you will understand what a text field is and how to work with text fields in Unity editor scripts.
In this video we will add a foldout to our editor window. By the end of this video you will understand what a foldout is and how to work with foldouts when writing editor scripts in Unity.
In this video we will code the rename logic for our batch rename tool. By the end of this video you will understand how to write C# code that renames objects in Unity.
In this video we will take a look at using the batch rename tool that we built in this section of the course.
This video will summarize and recap the material taught in Section 4: Batch Rename Tool. By the end of this video you will be ready to move onto the next section of the course.
This video will introduce Section 5: Missing References Detector. By the end of this video you will understand the Unity Editor Scripting project we will work on in this section of the course and each of the learning objectives for this section.
In this video we will look at what problem the missing references detector tool we will build will solve, and get a sneak peak of the final tool in action. By the end of this video you will understand how this tool will make detecting missing references in Unity easier.
In this video we will create the custom Editor window for the tool we will build in this section of the course. By the end of this video you will have a custom Editor window for the Unity Editor Scripting project we will work on in this section of the course.
In this video we will learn what SerializedObjects and SerializedProperties are. By the end of this video you will understand what SerializedObjects and SerializedProperties are and the role that they play in Unity Editor Scripting.
In this video we will learn about Rich Text. By the end of this video you will understand what Rich Text is and the role that it plays in Unity game development.
In this video we will code the logic to detect missing references in the Unity Inspector. By the end of this video you will have a functioning missing references detection tool.
In this video we will take a look at using the missing references detector tool that we built in this section of the course.
This video will summarize and recap the material taught in Section 5: Missing References Detector. By the end of this video you will be ready to move onto the next section of the course.
This video will introduce Section 6: Auto-linking GameObjects to Inspector Fields. By the end of this video you will understand the Unity Editor Scripting project we will work on in this section of the course and each of the learning objectives for this section.
In this video we will look at what problem the auto-linking tool we will build will solve, and get a sneak peak at the functionality that the final tool will have. By the end of this video you will understand what the auto-linking tool will do.
In this video we will learn about Unity's InitializeOnLoad and InitializeOnLoadMethod attributes. By the end of this video you will understand what the InitializeOnLoad and InitializeOnLoadMethod attributes are and the role that they play in Editor Scripting in Unity.
In this video we will learn how to iterate over each gameObject in the hierarchy using Unity Editor Script code. By the end of this video you will understand how to iterate over each gameObject in the hierarchy using Editor Scripting in Unity.
In this video we will learn how to iterate over each component in the inspector using Unity Editor Script code. By the end of this video you will understand how to iterate over each component in the inspector using Editor Scripting in Unity.
In this video we will code the logic to auto-link slots in the inspector to gameObjects in the hierarchy by their name. By the end of this video you will understand how to code auto-linking logic using Unity Editor Scripting.
In this video we will take a look at using the auto-linking tool that we built in this section of the course.
This video will summarize and recap the material taught in Section 6: Auto-linking GameObjects to Inspector Fields. By the end of this video you will be ready to move onto the next section of the course.
This video will introduce Section 7: Automatic File Organizer. By the end of this video you will understand the Unity Editor Scripting project we will work on in this section of the course and each of the learning objectives for this section.
In this video we will look at what problem the automatic file organizer tool we will build will solve, and get a sneak peak at the functionality that the final tool will have. By the end of this video you will understand what the automatic file organizer tool will do.
In this video we will create the editor window for the Unity Editor Scripting tool we will build in this section of the course. By the end of this video we will have an editor window for the automatic file organizer tool.
In this video we will add a toolbar to our editor window. By the end of this video we will have a functioning toolbar in our Unity Editor script.
In this video we will learn about the EditorGUILayout class's Popup. By the end of this video you will understand what a Popup is and the role that EditorGUILayout Popups play in Unity Editor scripting.
In this video we will learn about the EditorGUILayout class's ObjectField. By the end of this video you will understand what a ObjectField is and the role that EditorGUILayout ObjectFields play in Unity Editor scripting.
In this video we will create an asset type row for our tool. By the end of this video you will have a functioning asset type row class in your editor script.
In this video we will create an organizer type row for our tool. By the end of this video you will have a functioning organizer type row class in your editor script.
In this video we will code the add and remove logic for rows. By the end of this video you will understand how to code the logic for add and remove buttons for your Unity Editor Scripts.
In this video we will code the organization logic for the tool. By the end of this video you will understand how to write code that programmatically organizes files, sorting them into folders.
In this video we will take a look at using the automatic file organizer tool that we built in this section of the course.
This video will summarize and recap the material taught in Section 7: Automatic File Organizer. By the end of this video you will be ready to move onto the next section of the course.
This video will introduce Section 8: Autosave Logic. By the end of this video you will understand the Unity Editor Scripting project we will work on in this section of the course and each of the learning objectives for this section.
In this video we will look at what problem the autosave tool we will build will solve, and get a sneak peak of this tool in action. By the end of this video you will understand what the autosave tool will do.
In this video we will learn about the EditorPrefs class. By the end of this video you will understand what the EditorPrefs class is and the role that it plays in Unity Editor scripting.
In this video we will learn how to create a toggleable menu option that can be checked or unchecked. By the end of this video you will understand how to work with the Menu class's SetChecked() function.
In this video we will create the editor window for our autosave tool. By the end of this video we will have an editor window that we can layout the UI on.
In this video we will layout the GUI for our autosave tool. By the end of this video we will have completed the GUI for the autosave project we are working on in this section of the course.
In this video we will learn about the EditorSceneManager class. By the end of this video you will understand what the EditorSceneManager class is and the role that it plays in Unity Editor scripting.
In this video we will code the logic for our autosave tool. By the end of this video you will understand how to autosave your Unity projects using editor scripting code.
In this video we will use the final autosave tool that we built in this section of the course.
This video will summarize and recap the material taught in Section 8: Autosave Logic. By the end of this video you will be ready to move onto the next section of the course.
This video will introduce Section 9: Favorites System. By the end of this video you will understand the Unity Editor Scripting project we will work on in this section of the course and each of the learning objectives for this section.
In this video we will look at what problem the favorites system we will build in this section of the course will solve, and get a sneak peak of this tool in action. By the end of this video you will understand what the favorites tool will do.
In this video we will add a favorite button to the hierarchy. By the end of this video you will have a toggleable favorite button that gets filled in when it is clicked.
In this video we will code the logic to save the state of a gameObject, whether it is favorited or unfavorited. By the end of this video you will have an understanding of how to save the state of an object in the editor.
In this video we will display a favorites menu. By the end of this video you will have created the logic to display a favorites menu and have a deeper understanding of how menus work with Unity Editor Scripting.
In this video we will code the logic for the favorites system. By the end of this video you will have a functioning favorites system that you can use on the game projects you work on in the Unity Editor.
In this video we will use the final favorites system that we built in this section of the course.
This video will summarize and recap the material taught in section 9: Favorites System. By the end of this video you will be ready to move onto the next section of the course.
This video will introduce Section 10: Creating a Custom Tool Menu. By the end of this video you will understand the Unity Editor Scripting project we will work on in this section of the course and each of the learning objectives for this section.
In this video we will look at what our custom tool menu will do. By the end of this video you will have a better understanding of the custom tool menu we will create using Unity Editor Scripting.
In this video we will add our batch rename tool to the custom tool menu.
In this video we will add our missing references detector tool to the custom tool menu.
In this video we will add our automatic file organizer tool to the custom tool menu.
In this video we will add our favorites menu options to the custom tool menu.
In this video we will use the final tool menu that we built in this section of the course.
This video will summarize and recap the material taught in Section 10: Creating a Custom Tool Menu. By the end of this video you will be ready to move onto the next section of the course.
If you are looking to learn Unity Editor Scripting to customize the Unity editor, then this course is for you! This course will take you from beginner to expert in Unity Editor Scripting. Throughout the course we will build 10 custom editor tools hands-on that you can use in your game projects, and apply the techniques to create your own custom tools.
Get ready to learn:
What editor scripting is and how it can dramatically increase your productivity
The different strategies for creating editor scripts using IMGUI and UI Tookit
Get practice using UI Builder, UXML, and C# to create custom tools
The key classes, functions, and other coding constructs to be aware of when creating editor scripts
Get excited to build:
10 hands-on custom tools for Unity that you can use in your game projects:
Custom hierarchy buttons to automate common tasks
A batch rename tool that allows you to rename groups of game objects at once
A missing references detector to save time hunting down null reference exceptions
Code to automatically link game objects to their fields in the inspector so you don't have to manually drag and drop them
Autosave logic that will continuously save the changes you make
A favorites system to make reusing common objects easier
An art asset optimizer to compress images without jeopardizing quality
A tool to automate checking your UI across different aspect ratios at once
A custom GameObject debugger to help you quickly find and fix issues with objects in the scene
Get empowered to create:
You own editor scripts, custom inspectors, and editor tools
Assets for the Unity Asset Store
By using the techniques taught in this course, you will speed up your development time and customize your Unity workflow.
What if you have questions?
Any questions you have can be posted to the Q&A forum or messaged to me on Udemy. I check my Udemy account every day to see if students have questions, and do my best to be as responsive and helpful as possible.
If you get stuck at any point during this course, send me a message and I will get you unstuck!
There is no risk in taking this course!
This course comes with a full 30 day money-back guarantee. You either end up with Unity Editor Scripting skills, go on to build custom tools and potentially make Asset Store assets, or you try the course and simply get all your money back if you don’t like it…
You literally can’t lose.
Are you ready to master editor scripting and maximize your potential as a Unity developer? Then enroll now using the “Add to Cart'' button on the right!