How I Made a Level Save/Load Editor Window for my Minigolf Microgame | UI Toolkit Unity Tutorial

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In this video you'll learn how to create an Editor Window with UI Toolkit by the example of my level save and load window. This includes creating fields with UXML, reviewing the USS styles I used, and some of the core concepts you'll need to bind click events to buttons and draw in the scene view with the Handles API.

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Chapters:
00:00 Topic Introduction
01:48 What We'll Make
02:56 UXML
04:10 Build the Layout with UXML
09:38 The USS
15:15 Drawing in the Scene from an Editor Window with Handles
17:25 Closing Thoughts & Support LlamAcademy
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Thanks for this! Making custom editors is a really useful thing. I think that much like the "new" Input System, the new UI toolkit is taking a *really* long time to get fully adopted for some reason. Probably the idea that just going with what you know is faster than learning something new. I've been meaning to get into the UITK and I think this is a really great example where you can start small and grow from here.

WarspawnOG
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I love that your doing ui toolkit, I'm currently trying to learn it and boy is it hard theres no tutorial or anything so this a golden content right now, keep more coming!!

YoutuberUser
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I tend to use Odin for pretty much all editor stuff and UI Toolkit for game UI.

Braneloc
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Is UI Toolkit only used for editor windows or I could run my game's UI with that?

maximdaigle
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I really dislike how Unity is imposing Webdev stuff onto us as opposed to just Jobifying UGUI.

The only major issue with UGUI was performance, and that could have been solved by refactoring it to utilize Jobs.

It's just bizarre.

Edit: Sure, UI Toolkit is good for Custom Editors, but Unity is trying to make it the solution for use in Runtime.

dreamcatforgotten