How to use Resources in custom EditorWindow?

I want to make a bit of a stylish custom editor window so I need to be able to use Textures and GUISkins. What is the preferred way of making use of Textures and GUISkins? I assume there are two ways of going about.

  1. Use Default References.
  2. Use Resources.Load.

  • Are there other approaches?
  • What approach is preferred?
  • Does using Resources.Load mean that those resources would be included in any build?

1 Answer

1

Sure, if you place them in the `Resources` folder it will be included in your builds.

Inside the editor you can use the AssetDatabase to load an asset at any time. You can even use WWW with "file:///" to load a texture for your editor scripts. WWW is restricted to the supported types of course (audio, movie, texture, assetBundles and the raw data).

So i guess for a GUISkin it would be the best to place it inside the editor folder and use the AssetDatabase.

Not sure if assetBundles will work in the editor, I haven't worked with them yet.