path | Path of the settings in the Settings window. Uses "/" as separator. The last token becomes the settings label if none is provided. |
scope | Scope of the Settings. The Scope determines where the setting appears: in the Settings or the Preferences windows. |
keywords | List of keywords to compare against what the user is searching for. When the user enters values in the search box on the Settings window, SettingsProvider.HasSearchInterest tries to match those keywords to this list. |
Creates a new SettingsProvider.
using System.Collections.Generic; using System.IO; using System.Linq; using UnityEditor; using UnityEngine; using UnityEngine.UIElements;
// Create a new type of Settings asset. class MyCustomSettings : ScriptableObject { public const string k_MyCustomSettingsPath = "Assets/Editor/MyCustomSettings.asset";
[SerializeField] private int m_Number;
[SerializeField] private string m_SomeString;
internal static MyCustomSettings GetOrCreateSettings() { var settings = AssetDatabase.LoadAssetAtPath<MyCustomSettings>(k_MyCustomSettingsPath); if (settings == null) { settings = ScriptableObject.CreateInstance<MyCustomSettings>(); settings.m_Number = 42; settings.m_SomeString = "The answer to the universe"; AssetDatabase.CreateAsset(settings, k_MyCustomSettingsPath); AssetDatabase.SaveAssets(); } return settings; }
internal static SerializedObject GetSerializedSettings() { return new SerializedObject(GetOrCreateSettings()); } }
// Register a SettingsProvider using IMGUI for the drawing framework: static class MyCustomSettingsIMGUIRegister { [SettingsProvider] public static SettingsProvider CreateMyCustomSettingsProvider() { // First parameter is the path in the Settings window. // Second parameter is the scope of this setting: it only appears in the Project Settings window. var provider = new SettingsProvider("Project/MyCustomIMGUISettings", SettingsScope.Project) { // By default the last token of the path is used as display name if no label is provided. label = "Custom IMGUI", // Create the SettingsProvider and initialize its drawing (IMGUI) function in place: guiHandler = (searchContext) => { var settings = MyCustomSettings.GetSerializedSettings(); EditorGUILayout.PropertyField(settings.FindProperty("m_Number"), new GUIContent("My Number")); EditorGUILayout.PropertyField(settings.FindProperty("m_SomeString"), new GUIContent("My String")); },
// Populate the search keywords to enable smart search filtering and label highlighting: keywords = new HashSet<string>(new[] { "Number", "Some String" }) };
return provider; } }
// Register a SettingsProvider using UIElements for the drawing framework: static class MyCustomSettingsUIElementsRegister { [SettingsProvider] public static SettingsProvider CreateMyCustomSettingsProvider() { // First parameter is the path in the Settings window. // Second parameter is the scope of this setting: it only appears in the Settings window for the Project scope. var provider = new SettingsProvider("Project/MyCustomUIElementsSettings", SettingsScope.Project) { label = "Custom UI Elements", // activateHandler is called when the user clicks on the Settings item in the Settings window. activateHandler = (searchContext, rootElement) => { var settings = MyCustomSettings.GetSerializedSettings();
// rootElement is a VisualElement. If you add any children to it, the OnGUI function // isn't called because the SettingsProvider uses the UIElements drawing framework. var styleSheet = AssetDatabase.LoadAssetAtPath<StyleSheet>("Assets/Editor/settings_ui.uss"); rootElement.styleSheets.Add(styleSheet); var title = new Label() { text = "Custom UI Elements" }; title.AddToClassList("title"); rootElement.Add(title);
var properties = new VisualElement() { style = { flexDirection = FlexDirection.Column } }; properties.AddToClassList("property-list"); rootElement.Add(properties);
var tf = new TextField() { value = settings.FindProperty("m_SomeString").stringValue }; tf.AddToClassList("property-value"); properties.Add(tf); },
// Populate the search keywords to enable smart search filtering and label highlighting: keywords = new HashSet<string>(new[] { "Number", "Some String" }) };
return provider; } }
// Create MyCustomSettingsProvider by deriving from SettingsProvider: class MyCustomSettingsProvider : SettingsProvider { private SerializedObject m_CustomSettings;
class Styles { public static GUIContent number = new GUIContent("My Number"); public static GUIContent someString = new GUIContent("Some string"); }
const string k_MyCustomSettingsPath = "Assets/Editor/MyCustomSettings.asset"; public MyCustomSettingsProvider(string path, SettingsScope scope = SettingsScope.User) : base(path, scope) {}
public static bool IsSettingsAvailable() { return File.Exists(k_MyCustomSettingsPath); }
public override void OnActivate(string searchContext, VisualElement rootElement) { // This function is called when the user clicks on the MyCustom element in the Settings window. m_CustomSettings = MyCustomSettings.GetSerializedSettings(); }
public override void OnGUI(string searchContext) { // Use IMGUI to display UI: EditorGUILayout.PropertyField(m_CustomSettings.FindProperty("m_Number"), Styles.number); EditorGUILayout.PropertyField(m_CustomSettings.FindProperty("m_SomeString"), Styles.someString); }
// Register the SettingsProvider [SettingsProvider] public static SettingsProvider CreateMyCustomSettingsProvider() { if (IsSettingsAvailable()) { var provider = new MyCustomSettingsProvider("Project/MyCustomSettingsProvider", SettingsScope.Project);
// Automatically extract all keywords from the Styles. provider.keywords = GetSearchKeywordsFromGUIContentProperties<Styles>(); return provider; }
// Settings Asset doesn't exist yet; no need to display anything in the Settings window. return null; } }
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