CiON [RELEASED] | 50% OFF! - Create Editor Extensions without Coding

C i O N
Sykoo’s Ultimate Editor Extender
_______________________________________________________________________________
★ CURRENTLY 50% OFF AT SELLFY ★
Grab your copy already now for only 10$

WHAT iS CiON?
CiON is a framework for Unity 5 which will make it so simple for you to create your own complete editor extensions! With a full support for both Editor Windows and Custom Inspectors, you’ll be able to create your assets, frameworks and anything that requires an editor extension in no time at all!

MAiN FEATURES:
• Design your own custom inspectors and editor windows with no programming required
• Full customization of any module, such as width, height, content, action and more
• Color and align any module by a single button click
• Add custom helpboxes with three types (Info, Warning and Error)
• Setup a label to be bold, toolbar, popup or anything you want
• Live PREVIEW in Unity Editor by just clicking on “Start Preview”
• Add a button and tell it what to do, or add a object field with custom conditions
• Add a slider and edit its minimum and maximum values, or let the user edit it
• Receive GameObjects, Transforms, Textures, Rigidbodies, Components and more
• Create spaces to keep both your code and the frameworks UI more clean
• Choose what to add through 10 different modules and expanding by each update

ViDEO

BUY NOW
CiON can only be purchased through Sellfy for the moment, it’s been submitted to the asset store but I have to wait for the admins to approve it. If you purchase CiON through Sellfy, you won’t lose anything at all as there’ll be no difference at all between the asset store and Sellfy version!


BUY NOW FROM SELLFY
BUY NOW FROM ASSET STORE (waiting for approval)

SCREENSHOTS
Here are some pictures of CiON in the editor:
IMAGES
[spoiler]




[/spoiler]
A trailer and more pictures are coming soon! Please check the links below as well for more info and to keep up to date. Following me on Twitter would be appreciated :slight_smile:
_______________________________________________________________________________
My Website | CiON’s Website | Twitter

Alpha Phase:
S.E.E v1.02 Patch Notes

• S.E.E now let’s you write into a .cs file (C#) instead of Text File (more useful)
• An extra version of the source code will be provided as well, for you who are interested in a greatly commented SDK
• Now let’s you register a single file path and enter the name of the file there as well, such as:
C:\User\MyName\Unity\MyUnityProject\Assets\Editor\MyEditorScript.cs
• Two templates that you’ll get to start off with - Custom Inspector and Custom Editor Window
LIVE preview of the editor script you’re creating!
• Generates the code very beautifully and organized with comments
• Option added to reset the whole script

Also, here is a picture:

This looks very interesting

Thank you very much! There’ll be much more into it than what it looks like in the picture, there’ll be literally anything you can code in a custom editor, but you’ll be able to do all that by just clicking some simple buttons! :slight_smile:

Interesting to me, can we give it a try somehow, to provide feedback?

Can’t wait ;). I am fine in programming but I never understood how to extend editor. This would be awesome :slight_smile:

Thank you for your interest, I plan on releasing a video as soon as possible (probably when I fix the current bugs then extend the framework a bit more, like adding more options on what to do with each label etc, connecting variables and so on.

@Yash987654321 Thanks alot for your interest and kind words, I’m very happy that you are interested - it keeps me going!

A quick little update…

Currently, I’m trying to fix the bug where basically, when I’m trying to add code snippets to the file like (“”); it does not want to compile, after I fix this it’ll be version 1.03 in Alpha, and HUGE step closer to release :wink:

Just curious, How do you keep track of all options from the editor api, as that will change in each unity version? Also how do you save/load the code this visual editor generates, does eg convert to a .js file?

The S.E.E framework will support everything in the editor API, and have its own custom methods for creating them.So it’s basically that you’re programming it, by using the editor API setup into buttons and more options.

I’ll constantly update the source code of S.E.E to make it suit the latest Unity version(s), and this will be handmade so that I can make sure everything works.

I’ve so far made the Custom Inspector template, and basically you’ll be clicking on the “Inspector” button (also visible in the picture from my previous post), then it’ll automatically write up a script template which supports a custom inspector (it’ll be written automatically in a C# file that you create and then just choose from S.E.E window). Then when you click i.e on “Label” button, it’ll create a label with a string that you choose from the S.E.E window.

Thank you for your questions, I hope I was able to answer them! :slight_smile:

This is a pretty interesting concept actually. But I’m still not entirely sure what exactly your customizer tool would do. Could you maybe explain it on an example?
Say, I want to write a very simple editor script that links a button to a function call. How would your customizer handle that?

Thank you, I’m really happy to hear that you find this interesting! :slight_smile:
Of course!

Let’s say, like you said, you have a script in C#, and then an editor script based on the actual script (the actual script where everything is written, then the editor script which you customize in S.E.E). Inside of S.E.E window, you’ll be able to customize this button (and anything else you want to include), such as size, height, width, color, text inside of the button, and even more! As soon as you finish customizing your button, S.E.E will generate the code for a functioning button inside of your script, and it’ll be fully commented saying like “this is your button you want to use in a function” (I plan on adding a section where you’ll be able to enter your comments by yourself inside of S.E.E window. And, knowing that a button will look like this, I can type it out for you already how it’ll look in the Editor script:

This is how it’ll look at first, when the code gets generated:

//Here will be a comment that you enter inside of S.E.E window, like:
//This is the button that will call the function
if(GUILayout.Button("Call The Function"))
{

}

And this will be how it looks like when you call a function:

//Here will be a comment that you enter inside of S.E.E window, like:
//This is the button that will call the function
if(GUILayout.Button("Call The Function"))
{
     //This is what you'll enter by yourself in the code:
     CallThisFunction();
}

So simply, you’ll only have to enter the function name you want to call inside of the script, like:

CallThisFunction();

On the future updates, if this asset makes even a bit success, I might make a feature where you’ll be able to enter a text in S.E.E window, and that will be called as a function inside of this button.

I hope I was able to provide you with a great answer to your great question! :slight_smile:

A quick little update…

Adding the statement (which was my previous big issue) is now working! Yaaaaaay… oh wait, it’s not ending there sadly :confused:
Right now, I’m working more on the previewing section as it needs a lot of work.

I’ve succeeded now to make it add statement into the script you choose, and then count each line inside of the file, and register it. Then when you click on “PREVIEW” button, it’ll start previewing your editor extension, and methodically it’ll copy the script you added via S.E.E (like 2 labels), and paste it in-between the function for OnInspectorGUI (Inspector Custom Method), and the ending bracket (which is exactly what I want it to do).

Now, the issue…
The code you add via S.E.E does not get deleted, and I have to figure out how to make it happen. I’ve tried to implement comment signs (//) before them, but could not get it to work the way I want it to. So I’ll try and get this working, and when it’s done I’ll work a little more on the preview window then BOOM - I’ll start working around the other features of S.E.E! :slight_smile:

Right now, I’m at the hard part. When the preview window is done, it’ll be super easy to implement every feature to show up in the preview window just like the labels, and that’s why I work on the preview window first. Thank you guys for your support so far, I really appreciate everything you say, ask and give feedback on! :slight_smile:

Edit: I’ve realized (from past experience), that hurrying up an asset (especially one as big as S.E.E) is not a great idea, and it won’t bring joy, but just tears. So I’m literally taking my time and perfecting the asset as much as possible, with every single part of it (and at the same time I develop my customer’s game!). It also feels great, because this is such a big asset, it’ll literally add a whole new level of ease to create your own editor extensions, so I don’t want it to be a ‘meh’ asset, I want it to be as good as it can get.
After the initial release, I’ll keep on adding features and updating S.E.E, basically it’ll become an asset that I’ll work on A LOT even after the release!

CION v1.1 Patch Notes:
Fixes:
• Fixed a bug where modules could be added while in preview mode (causing a bug in the code generation)
• Fixed the method bug in the code generation, now the preview mode works perfectly fine (HUGE PROCESS)
• Fixed the bug where wrong colors would be displayed on the buttons
• Grayed out the “Custom Editor Window” option (on first release, you’ll get to create Custom Inspectors)
• Registering File path of the script is now going to be remembered and not lost for your next session of opening S.E.E
• Rewrote a part of the code for full SDK support (it’ll fully be rewritten later for SDK support)
• Every line of code generated via S.E.E is now editable by scripting (will be included in the SDK)
• Full support for all Unity 5 versions provided now, with the new API represented
• Fixed more Debug Logs that will help you out (they can be turned off on will by settings (will be shown later))
• Fixed a more organized source code for easier edits

Next Focus:
• Make the “Stop Preview” option to delete the template for the mode you choose (currently only Custom Inspector)
• Make the S.E.E window more beautiful in terms of customization and categorizing of modules
• Add alignment (GUILayout.BeginHorizontal/GUILayout.EndHorizontal) options (as well as vertical)
• Add an option to choose if the Horizontal/Vertical spaces should be surrounded by a box
• Add support for color choosing of the Horizontal/Vertical spaces if they’re surrounded by a box (the box will be colored)
• Add support for color choosing of the Labels created (text color)

It does obviously not end there, a lot more things to add, such as text fields, foldouts, more customization options etc.
Please let me know what you think! :slight_smile:

A quick little update…

Alright, so the preview mode works very nicely now, without any errors given. And literally, I accidentally made the removing of preview code not work… It was working so nicely, then I added the statement to remove the modules created by user - and BOOM - not working anymore :frowning:
I’m trying to patch it up, though it looks like it’ll be taking some time.

FINALLY WORKING!
The preview mode finally works perfectly!
It now correctly writes the modules you add into the script (generates the code), and then when you hit “PREVIEW” it saves all the lines you’ve added to the script as a variable (array), then overwrites the whole script with the template for what you’ve chosen to create (currently only Inspector). After overwriting, it’ll place the code that you’ve placed (which got saved to a variable), and then end the template by adding last brackets.

The method is easy to think of - but so damn hard to code up. But now it finally works.
My next focus will be to add some customization options to the label, or I might just rewrite the code to make it more clean for myself to find and edit as well! But we’re now getting so close to a demo to be released of this asset!

HUGE UPDATE!
The name of the asset has been changed!

Old name: Sykoo’s Editor Extender (S.E.E)
*New name: CION
*New slogan: Sykoo’s Ultimate Editor Extender

1 Like

and any idea how much time will it take?

Hmm, might be a video time like this weekend coming up (not this). So like 16-17th a video will be released, which means the asset will be in a usable position, and then after a few days it might be released! :slight_smile: So maybe a full week until release.

Nice :smile:

1 Like