So because of my needs, I'm writing a custom scene changer script. I was able to edit the source, create a new file and compile it into the dll, But when I did so, the new script didn't take advantage of the editorlayout that GiL.
If you need a custom inspector for your components, you'll have to write your own custom inspector script.
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I don't have a problem doing that - but is it as easy as adding an "Editor" folder and putting in an editor script? Or is there an extra step involved?
Yes, pretty much like that - see this Unity tutorial for more infos.
Also, ORK has a base inspector class that offers some stuff, so instead of extending from Editor, you can extend from BaseInspector (found in the ORKFramework.Editor namespace).
Please consider rating/reviewing my products on the Asset Store (hopefully positively), as that helps tremendously with getting found. If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
Also, ORK has a base inspector class that offers some stuff, so instead of extending from Editor, you can extend from BaseInspector (found in the ORKFramework.Editor namespace).
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!