To whoever implemented the logic that allows us to build inspector related visuals like we would for game UI through UI toolkit, I don’t know who you are or if you even work at Unity still, but I just want to say that I love you.
I hated doing inspector stuff.
Now I can build an inspector like I would for any game UI. I love it.
That is all.
Good day.
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I have no idea how hard this was to implement or what you’re talking about, but it’s nice to see a bit of positive energy in this forum as well as a post that’s not boring.
Cheers, hope whoever made this feels the love.
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There’s a whole team of people behind UI Toolkit and it’s still in active development. But it is good to have (mostly) the same workflow between editor and runtime now. Overall I prefer UI toolkit to IMGUI or Unity UI.
Immediate style UI has its uses, just Unity’s implementation is old and tired.
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That specific bit is very easy to implement whether it is in the old way or with UI toolkit, but what it means in terms of potential is a lot.
The old system is… quirky to say the least.
Lots of “why does it even works that way” type of logics.
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This looks fantastic, but doesn’t work for me. How are you making this work, or is it an upcoming feature?
I mean it’s a custom drawer for a custom type of theirs. I don’t believe there is a SceneAssetReference built in.
What specifically doesn’t work?
Apologies if I’m being clueless, but I can’t seem to figure out where to get AddHierarchyFromUxml or AddStyleFromUss from.
I have a feeling that’s their own extension methods.
Ah thanks, I’ve been trying to figure out how to connect up a custom property drawer to a visual tree and style sheet so I can WYSIWYG it all in the UI builder, and thought I might have stumbled on the answer.
Yes, those are indeed extension methods.
Nothing fancy is going on either.
It just loads from the resources folder and apply either a UXML or a USS to the visual element.