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Found 11 results

  1. Ultimate Emblem Creation Editor

    AssetStore Link https://www.assetstore.unity3d.com/en/#!/content/95522 Basics Design your own creations and have them saved directly to a folder in One Click! With the Ultimate Emblem Editor, you can be as create-ful as you like. Features There are many features that come with the UECE such as : :: Saving & Loading Creations :: Custom Color Selection :: View all Creations Tab :: Easy Resize and Rotate :: Import images of your liking :: Easy Setup of Layers :: Drag & Drop into Game :: Preview saved work :: Layer Switching :: Delete Items :: Import others saved work :: Switchable Resize Modes :: Duplicate Items :: Suitable rotation System AND MORE TO COME! About UECE As a developer, I am open to improvements and ideas of what sprites and such features should be added to make this product more efficient to consumers. Setup Video : AssetStore Link https://www.assetstore.unity3d.com/en/#!/content/95522
  2. Download: SOC - Scriptable Object Creator.unitypackage Added a new video below New update(v2.0): Improved the search algorithm for finding scriptable objects. Moved SOC_Util script into the Editor folder. Added type blacklisting. This feature was added because the Unity's Editor class, and EditorWindow class is deriving from ScriptableObject. That is why classes deriving from Editor or EditorWindow is showing up in the list of ScriptableObjects that can be instantiated. The Editor and the EditorWindow class will be blacklisted by default. Added summaries for methods, fields, and properties in classes. Added a lot of regions in classes. Massive GUI overhaul ORIGINAL - Start Hello, I made a custom editor window so you don't always have to make a script that creates an instance of a scriptable object in your project files I will try to optimize it as much as I can. Not sure how fast it is on big projects. If anyone is trying it on big projects, then please tell me how it ran. I really want to optimize it as well as I can If you find any bugs or have any suggestions, then please tell me PS. If you have any advice to make it better, please tell me. This is also my first time I created a custom editor window ORIGINAL - End Videos:
  3. Editor Extensions

    Hi, Now i want to show you my alpha version of UnityExtensions. This script has very little functionality, but you can write your suggestions and bugs of this script in comments. All this functions have own hotkeys: Group Objects - Ctrl/Command on mac + G Hide Selected Objects - Ctrl + H Unhide Selected Objects - Ctrl + Shift + U Paste Special (Like in Valve Hammer Editor) - Ctrl + Shift + V EditorExtensions.unitypackage
  4. Runtime Level Editor

    What Runtime Level Editor is ? Runtime Level Editor is a plug-in for Unity 5.x game engine which allows you to integrate an out of the box level editor for your game. This allows your users to design, edit, save, load and publish their own levels with the power of Unity 5. You can add as many asset categories you like and add as many assets and materials as you want. Then the players will be able to design their own levels with these assets. Since Runtime Level Editor does not store any of your assets it is impossible to rip your assets through the .rld level file. Runtime Level Editor save system allows you to save all the objects of the screen, all their properties, the changed materials, the lighting settings and generally the whole level and even the level preview image in a single .rld file. You can view all the posts on this website in order to view all the available features, or better download the beta and test it yourself. You can buy Runtime Level Editor from the official asset store here : https://www.assetstore.unity3d.com/#!/content/31364 or through my official website here : http://greekstudios.hol.es/eshop/runtime-level-editor/ Some Of Runtime Level Editor features : Very friendly and customizable GUI. (Using Unity 4.6 New UI) Supports moving/scaling/rotating tools. You can also set position/scale/rotation via inspector. (X,Y,Z) A bunch of options in inspector for each asset. Physics integration to each asset with a single click. You can also modify physic’s properties. World settings window with settings for global gravity/ambient light/global lighting/shadows strength/shadows/ rotation/fog settings/fog color. Visibility option for each asset which will hide/un-hide assets inside the editor in order to help you design your map. Very fast,advanced and optimized saving & loading system. In-editor option to take screenshot of your level with a single key. Upon saving the latest screenshot you made inside the editor using the “Tools > Level Preview” button will be saved and merged inside the level file (.rld). The whole scene and the level preview image is saved in the same file (.rld) and the image is automatic generated from it each time RLE starts (only if it does not already exist). The whole scene file is plain text which means that you can transfer it using any network option and it can be saved anywhere as a simple string. Assets can change materials inside the editor using the Material Editor window. Point light is supported. Script prefabs are supported, which means that you can make some scripts and allow to your players to add them in their level.(Such as Enemies AI, Spawners,Animated assets etc). Player prefab is supported, you can add your player prefab and the player will choose his spawn point. In-editor play mode button, by pressing it a new scene is loaded where player have to choose the level he wants to play. Simulate physics inside the editor with the option to stop simulation and all objects will return in their positions. Advanced snapping system. Objects with the same snap-id will snap to the closest object on the side you chose. Ctrl + 1 to snap left, Ctrl + 2 to snap right, Ctrl + 3 to snap forward … etc. Undo position,rotation and scale changes option. Duplicate selected object option.
  5. Updated 10/21 I really enjoy some DND it's a great way to let your imagination run wild, and it's cheap, doesn't cost anything, or much. It's fun and it's helped me understand root RPG's more, however I did grow up on Final Fantasy. Hope someone out there finds this helpful, can be used for text based adventures or RPGS. Screenshot Class.cs using UnityEngine; using System.Collections; [System.Serializable] public class Class { public string Name; public int Strength; public int Dexterity; public int Constitution; public int Intelligence; public int Wisdom; public int Charisma; public Class(string newName, int newStr, int newDex, int newCon, int newInt, int newWis, int newCar) { Name = newName; Strength = newStr; Dexterity = newDex; Constitution = newCon; Intelligence = newInt; Wisdom = newWis; Charisma = newCar; } } ClassManager.cs using UnityEngine; using System.Collections; using System.Collections.Generic; public class ClassManager : MonoBehaviour { public static List<Class> Classes = new List<Class>(); public static Class selectedClass; } ClassEditor.cs using UnityEngine; using System.Collections; using System.Collections.Generic; using UnityEditor; [CustomEditor(typeof(ClassManager))] public class ClassEditor : Editor { private ClassManager myTarget; private bool createShow = false; private string newName = "Unnamed"; private int newStr = 0; private int newDex = 0; private int newCon = 0; private int newInt = 0; private int newWis = 0; private int newCar = 0; private int oldIndex = 0; private int newIndex = 0; public override void OnInspectorGUI() { myTarget = (ClassManager)target; GUILayout.Label ("Classes", EditorStyles.whiteLargeLabel); var names = new string[ClassManager.Classes.Count]; var values = new int[names.Length]; for(int i = 0; i <names.Length; i++){ names[i] = ClassManager.Classes[i] != null ? ClassManager.Classes[i].Name : ""; values[i] = i; } if (ClassManager.Classes.Count > 0) { EditorGUI.BeginChangeCheck (); newIndex = EditorGUILayout.IntPopup ("Selected Class:", oldIndex, names, values); if (EditorGUI.EndChangeCheck ()) { if (oldIndex != newIndex) { oldIndex = newIndex; Set(ClassManager.Classes[newIndex]); } } GUILayout.BeginHorizontal (); GUILayout.Label ("Name"); GUILayout.Label ("Strength"); GUILayout.Label ("Dexterity"); GUILayout.Label ("Constitution"); GUILayout.Label ("Intelligence"); GUILayout.Label ("Wisdom"); GUILayout.Label ("Charisma"); GUILayout.EndHorizontal (); DrawRow(ClassManager.Classes[newIndex]); } EditorGUILayout.Separator (); if (!createShow) { if (GUILayout.Button ("Create Class") && !createShow) { createShow = true; } }else{ GUILayout.Label (newName + " Class", EditorStyles.whiteLargeLabel); GUILayout.BeginVertical(); GUILayout.BeginHorizontal(); GUILayout.Label("Name"); newName = GUILayout.TextField (newName); GUILayout.EndHorizontal(); // Display STR newStr = DrawField("Strength", newStr); // Display Dex newDex = DrawField("Dexterity", newDex); // Display Con newCon = DrawField("Constitution", newCon); // Display Intelligence newInt = DrawField("Intelligence", newInt); // Display Wisdom newWis = DrawField("Wisdom", newWis); // Display Charisma newCar = DrawField("Charisma", newCar); GUILayout.EndVertical(); if(GUILayout.Button("Save")){ createShow = false; Create(); } } Repaint (); } private void Create(){ ClassManager.Classes.Add (new Class (newName, newStr, newDex, newCon, newInt, newWis, newCar)); newName = "Unnamed"; newStr = 0; newDex = 0; newCon = 0; newInt = 0; newWis = 0; newCar = 0; } private void Set(Class c){ ClassManager.selectedClass = c; } private void DrawRow(Class c){ GUILayout.BeginHorizontal (); GUILayout.Label (c.Name); GUILayout.Label (c.Strength.ToString ()); GUILayout.Label(c.Dexterity.ToString()); GUILayout.Label(c.Constitution.ToString()); GUILayout.Label(c.Intelligence.ToString()); GUILayout.Label(c.Wisdom.ToString()); GUILayout.Label(c.Charisma.ToString()); GUILayout.EndHorizontal (); } private int DrawField(string n,int v){ GUILayout.BeginHorizontal(); GUILayout.Label(n + ":" + v.ToString()); if(GUILayout.Button("-", GUILayout.Width(30))){ v -= 1; } if(GUILayout.Button("+", GUILayout.Width(30))){ v += 1; } GUILayout.EndHorizontal(); return v; } } I hope people find this useful and helpful, you can obviously expand upon this or utilize the classes from the class manager in your player script and then add things like EXP and Health and Stat Points Per Level. Very easy to do, this is mainly just a base, for creating custom RPG Classes using Stats from DND. again, it can be expanded. Example of Player use Screenshot Player.cs using UnityEngine; using System.Collections; public class Player : MonoBehaviour { public string Name = "Player"; public int Level = 1; public float EXP = 0; public float MaxEXP = 100; public int skillPoints = 0; public Class thisClass; } PlayerEditor.cs using UnityEngine; using UnityEditor; using System.Collections; [CustomEditor(typeof(Player))] public class PlayerEditor : Editor { private Player myTarget; private int oldIndex = 0; private int newIndex = 0; public override void OnInspectorGUI() { myTarget = (Player)target; GUILayout.Label ("Player Settings", EditorStyles.whiteLargeLabel); //myTarget.EXP = EditorGUILayout.IntField("Experience", myTarget.EXP); EditorGUILayout.LabelField("Level", myTarget.Level.ToString()); myTarget.EXP = EditorGUILayout.FloatField ("Experience", myTarget.EXP); Rect r = EditorGUILayout.BeginVertical(); EditorGUI.ProgressBar(r, myTarget.EXP/myTarget.MaxEXP, "Experience"); GUILayout.Space(16); EditorGUILayout.EndVertical(); var names = new string[ClassManager.Classes.Count]; var values = new int[names.Length]; for(int i = 0; i <names.Length; i++){ names[i] = ClassManager.Classes[i] != null ? ClassManager.Classes[i].Name : ""; values[i] = i; } if (ClassManager.Classes.Count > 0) { EditorGUI.BeginChangeCheck (); newIndex = EditorGUILayout.IntPopup ("Selected Class:", oldIndex, names, values); if (EditorGUI.EndChangeCheck ()) { if (oldIndex != newIndex) { oldIndex = newIndex; myTarget.thisClass = ClassManager.Classes[newIndex]; } } } GUILayout.Label ("Class Settings", EditorStyles.whiteLargeLabel); EditorGUILayout.LabelField ("Name:" + myTarget.thisClass.Name); EditorGUILayout.LabelField ("Strength:" + myTarget.thisClass.Strength); EditorGUILayout.LabelField ("Dexterity:" + myTarget.thisClass.Dexterity); EditorGUILayout.LabelField ("Constitution:" + myTarget.thisClass.Constitution); EditorGUILayout.LabelField ("Intelligence:" + myTarget.thisClass.Intelligence); EditorGUILayout.LabelField ("Wisdom:" + myTarget.thisClass.Wisdom); EditorGUILayout.LabelField ("Charisma:" + myTarget.thisClass.Charisma); Repaint (); } } Make sure to put the Editor scripts in the Editor folder. Say thanks if you use it or found it helpful, I will put this on my Github which you should check out for more! Github: https://github.com/grimmdev Twitter: https://twitter.com/Grimmdev
  6. SteamWorks Wrappers

    So I felt that a lot of people on here, want to reach their dreams and end up on Steam, and once your game is accepted on Steam.. your next task will be making it "Integrate" using some sort of Wrapper for .Net. Well, luckily I'm here to help some Note: To clarify as Ben mentioned, you will need to be accepted onto Steam at first. But if you understand C# then it shouldn't be that difficult to understand the API before being accepted. So first we have Ludosity's Wrapper, and it was widely popular and famously known for a while, was even exceptionally amazing, for a small 50$ price tag! However it seems the wrapper has been neglected for a little while and hasn't received the updates or bug fixes it needs to really make it that usable anymore. However if you'd like to give it a go, it is now FREE. Features *Achievements *Apps *Cloud *Stats *Friends *Leaderboards *Matchmaking *Matchmaking Servers *GameServer *GameServerStats *Networking *Screenshots *Utils *HTTP *Big Picture Mode *Steam Controller *Steam VR Link https://www.assetstore.unity3d.com/en/#!/content/2211 Steamworks.net, an open source Steamworks Wrapper. The list of features seems great and even includes valve anti-cheat where Ludosity's Wrapper doesn't, it also supports Linux 64 bit where Ludosity's Wrapper doesn't either, however you do not get support for this plugin/extension unless you pay for it. So the setup might be a little difficult for new comers. Link http://steamworks.github.io/ This thread will get updated with more content as they appear! Thanks for your time!
  7. RS Runtime Level Editor [WIP]

    Hey guys. Two weeks ago i start developing a new Asset for Unity. I'm developing a Runtime level editor which allows you to integrate to your game a map editor which will allows to your players to design their very own maps. Runtime Level Editor (RLE) has a tone of features which will make the level designing easier than ever. RLE is very close to an Alpha release and it would be available on the Asset Store for the price of $50. If someone is interested on RLE he can pre-order it from the official website (with no cost) and when RLE is available he can get some bonus packages. Here is a short presentation video which displays a lot of the main features of RLE. Here one of the very best features of RLE, the Save & Load system which contains an awesome Open file dialog. For each scene, you can take a screenshot inside the editor in order to include a preview for your scene. The screenshot tool hides all GUI stuff and take a screenshot, then it stored as a temporary file.(If you take an other one it would be overwritten) Upon save, the temporary screenshot is merged into the scene file along with the other data. That means that the whole level with the preview image and the description is stored one a single file. Each time RLE starts it automatic generate the image preview for each level inside his directory. So the open file dialog looks like : Some screenshots bellow : Please, make sure to comment bellow with your opinion, even negative. Beta is now available at http://rld.url.ph/wp/download-beta/ You can check more at : http://www.rld.url.ph/
  8. Hey guys, what i want is from the custom editor to access an array and all it's items, using serialized object like this : m_Object.FindProperty("myArray") will only let me set/get the array size of the array and not the items i mean likes this for (int i = 0; i<myArray.Lenght;i++) { myArray[i] = "This is item " + i.ToString(); } I found a way to achieve this using a target of the main script, so if the main script is named MainScript then i did MainScript ms = target as MainScript; for (int i = 0;i< ms.myArray.Lenght;i++) { ms.myArray[i] = "This is item " + i.ToString(); } worked perfect but my problem is that when i save the scene and exit and then re-open the values are not saved. (Like when i do : ) m_Object.FindProperty("myArray").arraySize = 20; So , any ways either to make it save or an other way accessing it ?
  9. Topan Map Editor (Used in Darkraze)

    Hey guys, this is one of the assets I've been working on for some time. Its basically an attempt to mimic the unity editor at runtime for users to be able to create custom content as well as developers to provide dlcs and updates to their game without reuploading the whole game. Everything done here is saved in a custom file format with a customizable extension. For now you can do things such as import models, textures, sounds and use them in your level. Features like lights and physics for each object are already implemented. For testing the map with your game there is a simple integration interface (script to integrate with darkraze shown at the end) and finally my favorite thing of the editor is you can make C# scripts at runtime which will work with the map (to create a dynamic map). Edit: Now you can edit shaders! Working on a new gui system the will be published for free (Mainly to support dragging and very elaborate guis) Video of dragging with the new gui Pastebin of what the code looks like for the example video: http://pastebin.com/zEPGQ9vB
  10. UnityEditor Music Player 0.0.1

    Hello I was bored, so i wrote a UnityEditor script, which is a small music player. I used a external library called NAudio for this. Screenshot: https://www.dropbox.com/s/bn7go4h5tyo5y6u/Music.jpg Link: https://www.dropbox.com/s/qli1ybab262qv76/MusicPlayer.zip How to use: Download the .zip file and extract the "MusicPlayer" folder into your "Editor" folder to use it. Open the Music player window. Click "Change path" Now select the folder in which your *.mp3 files are. Now expand "Music list" and click one Track. A red highlighted track is the previous played one. A green highlighted track is the current playing one. Note: Shuffle and the skip Track buttons are not working. I will fix this later. Have fun.
  11. Hey guys at the moment I´m making a game called CubicZombies and I wanna make a ingame level where my player can play on but I dont have any idea how to do 3D Modelling with Blender and I cant buy other programms like Cinema4D or Maya so I asked me if there is a FREE Editor or Asset for Unity that alows me to klick on a place and it will place a block there. But it must work that I have the scene I created ingame!!! HELP ME!