![]() This makes this Brush the default selected Brush whenever the project starts. DefaultBrush - Set this to true to set the default instance of the Brush as the default Brush in the project.This is useful when you want only created Assets to show up in the Brush dropdown menu in the Tile Palette window. HideDefaultInstances - Set this to true to hide the default instance of the Brush in the Palette window.This is useful when you want only the default instance to show up in the Brush dropdown menu in the Tile Palette window. HideAssetInstances - Set this to true to hide all copies of created Brush Assets in the Palette window.The CustomGridBrush attribute has the following properties: This allows you to configure the behavior of the Brush in the Palette window. ![]() You can add a CustomGridBrush attribute to your Scriptable Brush class. These Brush Assets are listed separately in the Brush dropdown menu. If you want to have multiple copies of that Brush with different properties, you can instantiate the Brush as Assets in your project. Any modifications to the brush properties are stored in that instance. By default, an instance of the Scriptable Brush script is instantiated and stored in the Library folder of your project. When created, the Scriptable Brush is listed in the Brushes dropdown menu in the Palette window. This list of targets is shown as a dropdown list in the Palette window. You can also override validTargets to have a custom list of targets which the Brush can interact with.You can also override OnPaintSceneGUI to add additional behaviours when painting on the SceneView.More info See in Glossary window appear on the Palette when the Brush is selected to provide additional behaviour when painting. You can override OnPaintInspectorGUI to have an Inspector A Unity window that displays information about the currently selected GameObject, asset or project settings, allowing you to inspect and edit the values. ![]() The following are the main methods you would want to override when creating a custom editor: This works the same way as custom editors for scriptable objects. You can also make a custom editor for your brush. You may convert this new instance to an Asset in the Editor in order to use it repeatedly by calling AssetDatabase.CreateAsset(). Rotate rotates the items set in the Brush.Ĭreate instances of your new class using ScriptableObject.CreateInstance(). ![]()
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