Re:Show HN: UnityShell, a “shell” for the Unity Editor
by jfrisby on Tuesday June 26, 2018 @03:00PM
(#17403183)
It's just serialization as a workflow mechanism, and it really gets rid of a lot of workflow cliffs.
It's also nothing to be afraid of: You can absolutely do everything programmatically, using the same (mostly-public) APIs that the Unity editor (which is built using much of Unity itself). If you're ever wondering how something gets achieved in the editor, use MonoDevelop to decompile/disassemble the various .dll's that Unity includes.
I built UnityREPL precisely because I wanted to do a lot of things programmatically (especially, for example, making similar changes to a set of related prefabs).
It's also nothing to be afraid of: You can absolutely do everything programmatically, using the same (mostly-public) APIs that the Unity editor (which is built using much of Unity itself). If you're ever wondering how something gets achieved in the editor, use MonoDevelop to decompile/disassemble the various .dll's that Unity includes.
I built UnityREPL precisely because I wanted to do a lot of things programmatically (especially, for example, making similar changes to a set of related prefabs).