Improve Your Workflow with Custom Property Drawers & UI Toolkit | Unity Tutorial

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Something a lot of newer developers don't spend any time on is improving their workflow. Learn how you can write custom property drawers in UI Toolkit to improve your workflow when dealing with complex object relationships in the Editor!

Featuring @samyam 's "Who Me!" 😀

UI Toolkit is the new UI system that takes a lot of guidance from web-based development. It's the recommended UI System to use starting with Unity 2022 for editor scripting! With the upcoming LTS release of Unity 2022, this is a great time to start learning this new system.

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Chapters:
00:00 Why Custom Inspectors
03:12 Property Drawers
04:24 Important Editor Information
04:50 Provided Control Types
05:19 What We're Going to Look At
05:52 The Custom Property Drawer
14:19 Closing Thoughts & Support LlamAcademy
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thanks for featuring my "who, me?" 😀

samyam
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I like the slightly less playful approach in this video. I especially loved the beginning where you gave a real world scenario. Thank you for spreading information that otherwise would require months of research and development :)

NaviYT
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SAM CAMEO! OH MAN, THAT GOT ME HYPED! Two of my favorite unity teachers in one video.

TheRoarer
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i feel hopeless, doesnt work for me, neither does Using property drawer for my serializable pure c# class, that is displayed as an array ellement of a scriptable object. The titleContainer displays elements vertically and doesnt respond to clicks. Other than that everything works as shown in the video.

Bobster
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I've never seen the bind property approach, interesting!

dreamisover
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This is a really nice tutorial. It's pretty difficult to get better sources on your hand for utilizing the UI Toolkit. I've tried making something similar to what was shown in the video utilizing uxml files instead, but the issue is that I couldn't figure out how to properly setup multiple nested classes/properties to be shown in my custom inspector.
Once you go deeper than 1 layer for showing serialized properties, it seems kind of mandatory to do this stuff on the C# side of things.

Kind of a shame really, I don't necessarily enjoy doing layout stuff in C# code. The goal of this new web-design oriented approach was to seperate layout, style and logic, but it seems UI toolkit isn't quite there yet. The C# code can get pretty verbose.

Either way, thanks a lot, this is the most up to date tutorial I could find, everyone else seems to be using IMGUI.

Bananenbauer
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I really think you should include this video in your gun scriptable objects tutorial.. As I was following along, i got a bit stuck on how to replicate the editor displayed to the degree you did, which isn't what i wanted to do, but learn HOW you did it. Searching through videos, I found this one. For me, this helps piece together the end of video 8 in that series. Your tutorials are really helpful in understanding what, how and why to do certain things. Its surprising your videos don't have more views.

chriss
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Bro I need your help . Please tell me or make a video about how to keep game alive in background made from unity. Beacuse I am stop here only. When I am playing game and I pressed home button on phone and after some time when I want to resume my game then it doesn`t resume, it restart . So tell me how to deal with this problem because I am not getting any solution from google or youtube. Other games made from unity that have ability to resume game from where player left . So please tell me or make a video on this Topic.
Thanks In Advance.

startsmart
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Looks greate. Will definitivly try to use it.

i.k
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I'm new to Editor scripting, and I don't really understand the RegisterValueChangedCallback, and there isn't a lot of documentation. Could you explain to me how this works? Thanks for the tutorial!

Edit: Specifically, could you explain why you call BuildUI() in the RegistValueChangedCallback? What does this do? When I test it it just clears my PropertyDrawer and does nothing afterwards until I reload the inspector.

williamli
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Hello sir, are we able to do mix between the automatically generated inspector from ui builder and the manually written code in the same script?, cause I've gathered all of scriptable object in one large script, and it'll be a headache if i want to make it as you

AmgedAlfakih
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why my property drawer script not using root.uss script

raifazhar
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There's also free Tri-Inspector and Markup-Attributes besides Odin

redragon
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Oh man, it sucks that now that I am mastering IMGUI and create good custom inspectors, Unity comes up with a disgusting Web Based UI System. One of the reasons I gave up on web development is this CSS, XML based work. It sucks.

ronan
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instead of fast explain complex code you should demonstrate something from scratch. it will be much more useful...

haim