Unity asset editor

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Unity’s Physics Settings are a good example of shared data. These are generally something optional such as color themes or fonts. Preferences - Data that is specific to users, and useful only to one person.There are roughly two types of data you might want to store when writing custom tools: This article was most recently updated as of Unity 5.6. In this post I’ll discuss the types of data custom editor tools need to save, the tools Unity has given us to save that data, and some how to and best practices. To do this you will need to store data such as the prefabs it can spawn and brush information such as radius and randomness. For example, you might want to make a tool to help level designers place down randomized doodads such as trees, barrels, and flowers. I’ve decided to continue supplementing Unity’s meager editor tools documentation with a post on how to handle persistent save data, such as preferences or settings, when writing custom tools for your team and other developers in Unity. In my last post I wrote about best practices for extending Unity’s menus with custom editor tools.