Upgrade to Pro
— share decks privately, control downloads, hide ads and more …
Speaker Deck
Sign up for free
Menu
Search
Features
All features
Private URLs
Password Protection
Custom URLS
Scheduled publishing
Remove Branding
Restrict embedding
Deck Collections
Notes
Features
All features
Private URLs
Password Protection
Custom URLS
Scheduled publishing
Remove Branding
Restrict embedding
Deck Collections
Notes
Explore
Featured decks
Featured speakers
Programming
Technology
Storyboards
Explore
Featured decks
Featured speakers
Programming
Technology
Storyboards
Pricing
Search
Sign in
Sign up for free
俺はEditor拡張で行く ~ゼロから便利機能を作るまで
Search
Sponsored
·
SiteGround - Reliable hosting with speed, security, and support you can count on.
→
vailKAKO
October 09, 2020
Programming
470
0
Share
Embed
Copy iframe code
Copy JS code
Copy link
Start on current slide
俺はEditor拡張で行く ~ゼロから便利機能を作るまで
ゼロからEditor拡張をやるための足がかりになるかなと思いLTしました。
vailKAKO
October 09, 2020
More Decks by vailKAKO
See All by vailKAKO
俺はUniRxで行く
vailkako
0
64
Other Decks in Programming
See All in Programming
選挙速報を多くのユーザーへ 届ける Live Activities 設計
hamayokokuririn
0
140
Kiroで創り、AgentCoreで繋ぐ!AWSで実践する「AI-DLC」から「AIエージェント統合」までの最新地図
licux
4
690
スマートフォンでモールス信号を送受信する 〜スマートフォンのLEDとカメラで作る光通信の設計と実装〜
atsuki_seo
0
120
[GoCon2026] When Goroutines Are Not Enough: Runtime Locality in High-Throughput Go
takehaya
6
2.3k
Intent as Code
shoppingjaws
6
1k
GKE で Pod の見方を変えたら、スケールアウト時の挙動を真に捉えられた話
stkk
0
120
Webの地図
yosuke_furukawa
PRO
6
4.5k
WebMCP Challenge に星空観察アプリで参加した話
okajun35
0
170
速く作れる。その次は、速く確かめられる開発へ 〜AIネイティブ開発を支える、Shift Down〜 / Can build fast. Next, moving to development where we can verify fast.
rkaga
4
3k
市販E-Readerを乗っ取れ 〜Embedded Swiftで電子ペーパーガジェットを制御する〜
trickart
0
190
20260914 AIエージェント時代のPlatform Engineering LLM基盤とプロダクトの責務境界線
kanfab1
7
2k
Security issues being discussed on Web Platforms
petamoriken
0
950
Featured
See All Featured
Side Projects
sachag
456
43k
Designing Powerful Visuals for Engaging Learning
tmiket
1
550
<Decoding/> the Language of Devs - We Love SEO 2024
nikkihalliwell
1
330
How Fast Is Fast Enough? [PerfNow 2025]
tammyeverts
3
890
Build The Right Thing And Hit Your Dates
maggiecrowley
39
3.4k
[RailsConf 2023 Opening Keynote] The Magic of Rails
eileencodes
31
10k
B2B Lead Gen: Tactics, Traps & Triumph
marketingsoph
0
240
YesSQL, Process and Tooling at Scale
rocio
174
15k
State of Search Keynote: SEO is Dead Long Live SEO
ryanjones
0
280
WENDY [Excerpt]
tessaabrams
14
39k
Context Engineering - Making Every Token Count
addyosmani
9
1.1k
Between Models and Reality
mayunak
4
460
Transcript
ԶEditor֦ுͰߦ͘ θϩ͔ΒศརػೳΛ࡞Δ·Ͱ Speaker : Kako Time : about 10m
ࣗݾհ Ճݹ(27)……Ұࣇͷ ϑϦʔϥϯεˠࠓ݄ήʔϜձࣾೖࣾ༧ఆ ࠷ۙͷϒʔϜϛχήʔϜ࡞ΓͱྉཧͷऔΓճ͠ࢥߟ
͜Μͳ͜ͱ͋Γ·͢ΑͶ???Ͷ?????? • ϓϩδΣΫτͰԿ͔͠ΒͷίϯϙʔωϯτΛ୳͍ͨ͠ • ಉ͡ܗࣜͷͷΛԿೖྗ͢Δ͔Βָʹ͍ͨ͠ • ඪ४ػೳͰͰ͖Δ͚Ͳɺ͏ͪΐͬͱΓ͍ͨ͜ͱ͕͋Δ • ΤσΟλͰ࣮ߦதͰอଘ͕͍ͨ͠! etc.
େମEditor֦ுͰͰ͖·͢!
Editor֦ுͬͯ? • ࣗ࡞ͷWindowग़ͤͨΓ͢Δ • ͖ͳػೳΛ݁ߏ͚ͭΒΕΔ • ௨ৗͰ͖ͳ͍͜ͱͰ͖ΔΑ͏ʹͳͬͨΓ͢Δ • खಈͰΔ͜ͱΛҰ෦ࣗಈԽͰ͖ͨΓ͢Δ
ͱ͋ΔUnityΤϯδχΞ1໊(2018࣌)ͷ • ฉ͍ͨ͜ͱ͋Δ͚ͲΑ͘Θ͔Μͳ͍ • ΰϦϥͳਓͨͪͷ͍ٕ͢͝ज़Ͱ͠ΐ? • ·͊खಈͰͰ͖Δ͠…… • Ͳ͏ͤීஈͱશ͘ҧ͏͜ͱΛ͢ΔΜͰ͠ΐ?
݁ߏָʹͰ͖·͢!
࣮ࡍͷྲྀΕ ᶃ C#εΫϦϓτΛ࡞Δ ᶄ ͱΓ͋͑ͣWindowΛग़͢ ᶅ ϘλϯͰͳʹ͔͢Δ ᶆ ศར!
ᶄͱΓ͋͑ͣWindowΛग़͢ using UnityEditor; public class StartEditor : EditorWindow { //։͔Εํͱɺ։͔Εͨͱ͖ͷڍಈ
[MenuItem("StartEditor/OpenDAZE")] private static void Open() { GetWindow<StartEditor>("Start editor DAZE"); } }
ᶄͱΓ͋͑ͣWindowΛग़͢
ᶄϘλϯͰͳʹ͔͢Δ private void OnGUI() { if (GUILayout.Button("Nanikoe?")) { Debug.Log("Shiranai!"); }
}
ᶄϘλϯͰͳʹ͔͢Δ
ᶄϘλϯͰͳʹ͔͢Δ2 private void OnGUI() { if (GUILayout.Button("Nanikoe?")) { var objs
= FindObjectsOfType<Transform>(); Debug.Log($"{objs.Length}"); foreach (var obj in objs) { Debug.Log(obj.name); } } }
ᶄϘλϯͰͳʹ͔͢Δ2
ศར!!!!!!!Ҏ্!!!!
ศར!!!!!!!Ҏ্!!!! Ͱ͜ͷ··ͩͱTransform͚ͩͩ͠ ͋ͱ͔Βม͍͑ͨͳΒϋʔυίʔσΟϯά?
ೖྗͰγʔϯ͔Βऔಘͯ͠ΈΔαϯϓϧ ᶃ ೖྗ૭Λ࡞Δ ᶄ ComponentࣗମΛऔಘ ᶅ ComponentΛؚΉͷΛग़͢ ᶆ ຐվͱհ
ᶄೖྗ૭Λ࡞Δ private string _targetComponentName; private void OnGUI() { //EditorʹΛग़ͯ͠ɺೖྗΛ_targetComponentNameʹ֨ೲ͢Δ EditorGUILayout.BeginHorizontal();
_targetComponentName = EditorGUILayout.TextField("Target Component Name: ", _targetComponentName); EditorGUILayout.EndHorizontal(); . . .
ᶄೖྗ૭Λ࡞Δ
ᶄComponentࣗମΛऔಘ private static IEnumerable<Type> GetTypes() { //Unityඪ४ͷΫϥελΠϓΛऔಘ͢Δ var types =
AppDomain.CurrentDomain.GetAssemblies() .SelectMany(asm => asm.GetTypes()) .Where(type => type != null && ! string.IsNullOrEmpty(type.Namespace)) .Where(type => type.Namespace.Contains("UnityEngine")); return types; }
ᶅComponentΛؚΉͷΛग़͢ private static Dictionary<string, List<Type>> _typeDict; private static Type GetType(string
className) { if (_typeDict == null) { // Dictionary࡞ _typeDict = new Dictionary<string, List<Type>>(); var components = GetTypes(); foreach (var type in components) { if (!_typeDict.ContainsKey(type.Name)) { _typeDict.Add(type.Name, new List<Type>()); } _typeDict[type.Name].Add(type); } } return _typeDict[className][0]; }
ᶅComponentΛؚΉͷΛग़͢ if (GUILayout.Button("Search?")) { var objs = FindObjectsOfType(GetType(_targetComponentName) ?? null);
Debug.Log($"{objs.Length}"); foreach (var obj in objs) { Debug.Log(obj.name); } }
……?
᩵ʹ!!! ᶃ ࣗ࡞ΫϥεऔಘͰ͖ΔΑ͏ʹ͢Δ ᶄ ॲཧΛܰ͘͢Δ ᶅ ΫϦοΫͨ͠Βࢀরݩʹඈͼ͍ͨΑͶ? ᶆ ͍ͬͦͷ͜ͱγʔϯʹͳ͍Prefabऔಘ͠Α͏ͥ
͏͓͓͓͓͓͓͓͓͓͓͓͓͓͓͓ using System; using System.Collections.Generic; using System.Linq; using UnityEditor; using
UnityEngine; using UnityEngine.SceneManagement; public class ReferenceFinder : EditorWindow { private string _targetComponentName; private List<GameObject> _foundAssets = new List<GameObject>(); private Vector2 _currentScrollPosition; private static IEnumerable<Type> _cashedComponents; private static Dictionary<string, List<Type>> _typeDict; static MonoScript[] _monoScripts; private static bool _isFirstTime = true; //։͔Εํͱɺ։͔Εͨͱ͖ͷڍಈ [MenuItem("ReferenceFinder/Search")] private static void Open() { //։͔ΕΔࡍʹҰԠऔಘ _cashedComponents = GetAllTypes(); GetWindow<ReferenceFinder>("Components Reference Finder."); } private void OnGUI() { EditorGUILayout.BeginHorizontal(); EditorGUILayout.LabelField("Never change Scene before reset this window"); EditorGUILayout.EndHorizontal(); EditorGUILayout.BeginHorizontal(); EditorGUILayout.LabelField("This window can search active scene objects and all prefabs"); EditorGUILayout.EndHorizontal(); //EditorʹΛग़ͯ͠ɺೖྗΛ_targetComponentNameʹ֨ೲ͢Δ EditorGUILayout.BeginHorizontal(); _targetComponentName = EditorGUILayout.TextField("Target Component Name: ", _targetComponentName); EditorGUILayout.EndHorizontal(); if (_foundAssets.Count > 0) { _currentScrollPosition = EditorGUILayout.BeginScrollView(_currentScrollPosition); foreach (var asset in _foundAssets) { EditorGUILayout.ObjectField(asset.name, asset, typeof(GameObject), false); } EditorGUILayout.EndScrollView(); } if (GUILayout.Button("Search")) { _foundAssets.Clear(); var guids = AssetDatabase.FindAssets("t:GameObject", null); foreach (var guid in guids) { string path = AssetDatabase.GUIDToAssetPath(guid); var loadAsset = AssetDatabase.LoadAssetAtPath<GameObject>(path); var typeCash = GetType(_targetComponentName) ?? null; if (typeCash == null) { Debug.Log("No Type Found."); return; } var tmp = loadAsset.GetComponentsInChildren(GetType(_targetComponentName) ?? null); foreach (var kari in tmp) { _foundAssets.Add(kari.gameObject); } } var allObj = GetObjectsInAllScene(); foreach (var obj in allObj) { var typeCash = GetType(_targetComponentName) ?? null; var tmp = obj.GetComponentsInChildren(GetType(_targetComponentName) ?? null); if (typeCash == null) { Debug.Log("No Type Found."); return; } foreach (var kari in tmp) { _foundAssets.Add(kari.gameObject);
͏͓͓͓͓͓͓(Unityͷίϯϙʔωϯτ)
͏͓͓͓͓͓͓(ࣗ࡞Ϋϥε)
ͨ͠ͷ͕ͪ͜ΒͰ͢(એ) https://www.kakovail.info/entry/2020/03/09/170855
։͍ͯͳ͍γʔϯऔಘͰ͖ͳ͍(γʔϯʹͳ͍PrefabऔΕΔ) • ಡΈࠐΜͰͳ͍͔ΒͳʹಡΈࠐΊͳ͍(વ) • SceneσʔλΛจࣈͱͯ͠GUID͔Βऔಘ͢Δ……? • Ұ։͘ͷͨ͘͠ͳ͍
͝ଘͷํɺώϯτԼ͍͞
͋Γ͕ͱ͏͍͟͝·ͨ͠