Hello guys,
for an asset I’m making, I need a very customizable sort of inspector that makes it very easy and intuitive for the user to use my asset’s features. Right now I’m creating custom editor scripts that go inside the Editor folder. With this I can creat kind of custom inspectors with buttons, lists etc. Now I was wondering, there is also something like creating a custom window for your asset? What would be the difference between creating a custom inspector and creating a whole new custom window. And what are the (did)advantages? Thanks a lot!
Alexander
Hi @alexanderameye. Basically, you should create a custom inspector if all of your controls just related to a particular object being inspected (i.e. selected). If your tool interacts with other objects in your project besides just the selected one, then an EditorWindow is the way to go.
That said, there are some places in the editor where we currently do sort of a hybrid. For example, in the inspector for a ParticleSystem, there is a button to view the controls in a separate window instead, which lets you see more information easily, since most users generally have a fairly narrow Inspector.
Dynamic menu, Flexible Image & Field Icons in Publisher Component
Publisher Component is a decoration for your script inspector.
Now your product will always look cool.
Documentation
Video:
Header Image & buttons with links in Publisher Window
Publisher Window is a welcome screen where the user can learn all the important information about the product (unity asset or project) and your company by visiting important links.
Documentation
Video: