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CiON [RELEASED] | 50% OFF! - Create Editor Extensions without Coding

Discussion in 'Works In Progress - Archive' started by Sykoo, Jul 10, 2015.

  1. Sykoo

    Sykoo

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    C i O N
    Sykoo's Ultimate Editor Extender

    _______________________________________________________________________________

    CURRENTLY 50% OFF AT SELLFY

    Grab your copy already now for only 10$
    WHAT iS CiON?
    CiON is a framework for Unity 5 which will make it so simple for you to create your own complete editor extensions! With a full support for both Editor Windows and Custom Inspectors, you'll be able to create your assets, frameworks and anything that requires an editor extension in no time at all!

    MAiN FEATURES:
    • Design your own custom inspectors and editor windows with no programming required
    • Full customization of any module, such as width, height, content, action and more
    • Color and align any module by a single button click
    • Add custom helpboxes with three types (Info, Warning and Error)
    • Setup a label to be bold, toolbar, popup or anything you want
    • Live PREVIEW in Unity Editor by just clicking on "Start Preview"
    • Add a button and tell it what to do, or add a object field with custom conditions
    • Add a slider and edit its minimum and maximum values, or let the user edit it
    • Receive GameObjects, Transforms, Textures, Rigidbodies, Components and more
    • Create spaces to keep both your code and the frameworks UI more clean
    • Choose what to add through 10 different modules and expanding by each update


    ViDEO


    BUY NOW
    CiON can only be purchased through Sellfy for the moment, it's been submitted to the asset store but I have to wait for the admins to approve it. If you purchase CiON through Sellfy, you won't lose anything at all as there'll be no difference at all between the asset store and Sellfy version!
    ------------------------------------------------------------------------------------------------------
    BUY NOW FROM SELLFY
    BUY NOW FROM ASSET STORE (waiting for approval)
    ------------------------------------------------------------------------------------------------------
    SCREENSHOTS
    Here are some pictures of CiON in the editor:


    A trailer and more pictures are coming soon! Please check the links below as well for more info and to keep up to date. Following me on Twitter would be appreciated :)

    _______________________________________________________________________________
    My Website | CiON's Website | Twitter
     
    Last edited: Aug 3, 2015
  2. Sykoo

    Sykoo

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    Alpha Phase:
    S.E.E v1.02 Patch Notes

    • S.E.E now let's you write into a .cs file (C#) instead of Text File (more useful)
    • An extra version of the source code will be provided as well, for you who are interested in a greatly commented SDK
    • Now let's you register a single file path and enter the name of the file there as well, such as:
    C:\User\MyName\Unity\MyUnityProject\Assets\Editor\MyEditorScript.cs
    • Two templates that you'll get to start off with - Custom Inspector and Custom Editor Window
    LIVE preview of the editor script you're creating!
    • Generates the code very beautifully and organized with comments
    • Option added to reset the whole script

    Also, here is a picture:
     
  3. Haagndaaz

    Haagndaaz

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    This looks very interesting
     
  4. Sykoo

    Sykoo

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    Thank you very much! There'll be much more into it than what it looks like in the picture, there'll be literally anything you can code in a custom editor, but you'll be able to do all that by just clicking some simple buttons! :)
     
  5. khos85

    khos85

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    Interesting to me, can we give it a try somehow, to provide feedback?
     
  6. Yash987654321

    Yash987654321

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    Can't wait ;). I am fine in programming but I never understood how to extend editor. This would be awesome :)
     
  7. Sykoo

    Sykoo

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    Thank you for your interest, I plan on releasing a video as soon as possible (probably when I fix the current bugs then extend the framework a bit more, like adding more options on what to do with each label etc, connecting variables and so on.

    @Yash987654321 Thanks alot for your interest and kind words, I'm very happy that you are interested - it keeps me going!
     
  8. Sykoo

    Sykoo

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    A quick little update...

    Currently, I'm trying to fix the bug where basically, when I'm trying to add code snippets to the file like (""); it does not want to compile, after I fix this it'll be version 1.03 in Alpha, and HUGE step closer to release ;)
     
  9. khos85

    khos85

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    Just curious, How do you keep track of all options from the editor api, as that will change in each unity version? Also how do you save/load the code this visual editor generates, does eg convert to a .js file?
     
  10. Sykoo

    Sykoo

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    The S.E.E framework will support everything in the editor API, and have its own custom methods for creating them.So it's basically that you're programming it, by using the editor API setup into buttons and more options.

    I'll constantly update the source code of S.E.E to make it suit the latest Unity version(s), and this will be handmade so that I can make sure everything works.

    I've so far made the Custom Inspector template, and basically you'll be clicking on the "Inspector" button (also visible in the picture from my previous post), then it'll automatically write up a script template which supports a custom inspector (it'll be written automatically in a C# file that you create and then just choose from S.E.E window). Then when you click i.e on "Label" button, it'll create a label with a string that you choose from the S.E.E window.

    Thank you for your questions, I hope I was able to answer them! :)
     
  11. inko

    inko

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    This is a pretty interesting concept actually. But I'm still not entirely sure what exactly your customizer tool would do. Could you maybe explain it on an example?
    Say, I want to write a very simple editor script that links a button to a function call. How would your customizer handle that?
     
  12. Sykoo

    Sykoo

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    Thank you, I'm really happy to hear that you find this interesting! :)
    Of course!

    Let's say, like you said, you have a script in C#, and then an editor script based on the actual script (the actual script where everything is written, then the editor script which you customize in S.E.E). Inside of S.E.E window, you'll be able to customize this button (and anything else you want to include), such as size, height, width, color, text inside of the button, and even more! As soon as you finish customizing your button, S.E.E will generate the code for a functioning button inside of your script, and it'll be fully commented saying like "this is your button you want to use in a function" (I plan on adding a section where you'll be able to enter your comments by yourself inside of S.E.E window. And, knowing that a button will look like this, I can type it out for you already how it'll look in the Editor script:

    This is how it'll look at first, when the code gets generated:
    Code (CSharp):
    1. //Here will be a comment that you enter inside of S.E.E window, like:
    2. //This is the button that will call the function
    3. if(GUILayout.Button("Call The Function"))
    4. {
    5.  
    6. }
    And this will be how it looks like when you call a function:
    Code (CSharp):
    1. //Here will be a comment that you enter inside of S.E.E window, like:
    2. //This is the button that will call the function
    3. if(GUILayout.Button("Call The Function"))
    4. {
    5.      //This is what you'll enter by yourself in the code:
    6.      CallThisFunction();
    7. }
    So simply, you'll only have to enter the function name you want to call inside of the script, like:
    Code (CSharp):
    1.  
    2. CallThisFunction();
    3.  
    On the future updates, if this asset makes even a bit success, I might make a feature where you'll be able to enter a text in S.E.E window, and that will be called as a function inside of this button.

    I hope I was able to provide you with a great answer to your great question! :)
     
  13. Sykoo

    Sykoo

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    A quick little update...

    Adding the statement (which was my previous big issue) is now working! Yaaaaaay... oh wait, it's not ending there sadly :/
    Right now, I'm working more on the previewing section as it needs a lot of work.

    I've succeeded now to make it add statement into the script you choose, and then count each line inside of the file, and register it. Then when you click on "PREVIEW" button, it'll start previewing your editor extension, and methodically it'll copy the script you added via S.E.E (like 2 labels), and paste it in-between the function for OnInspectorGUI (Inspector Custom Method), and the ending bracket (which is exactly what I want it to do).

    Now, the issue...
    The code you add via S.E.E does not get deleted, and I have to figure out how to make it happen. I've tried to implement comment signs (//) before them, but could not get it to work the way I want it to. So I'll try and get this working, and when it's done I'll work a little more on the preview window then BOOM - I'll start working around the other features of S.E.E! :)

    Right now, I'm at the hard part. When the preview window is done, it'll be super easy to implement every feature to show up in the preview window just like the labels, and that's why I work on the preview window first. Thank you guys for your support so far, I really appreciate everything you say, ask and give feedback on! :)

    Edit: I've realized (from past experience), that hurrying up an asset (especially one as big as S.E.E) is not a great idea, and it won't bring joy, but just tears. So I'm literally taking my time and perfecting the asset as much as possible, with every single part of it (and at the same time I develop my customer's game!). It also feels great, because this is such a big asset, it'll literally add a whole new level of ease to create your own editor extensions, so I don't want it to be a 'meh' asset, I want it to be as good as it can get.
    After the initial release, I'll keep on adding features and updating S.E.E, basically it'll become an asset that I'll work on A LOT even after the release!
     
  14. Sykoo

    Sykoo

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    CION v1.1 Patch Notes:

    Fixes:

    • Fixed a bug where modules could be added while in preview mode (causing a bug in the code generation)
    • Fixed the method bug in the code generation, now the preview mode works perfectly fine (HUGE PROCESS)
    • Fixed the bug where wrong colors would be displayed on the buttons
    • Grayed out the "Custom Editor Window" option (on first release, you'll get to create Custom Inspectors)
    • Registering File path of the script is now going to be remembered and not lost for your next session of opening S.E.E
    • Rewrote a part of the code for full SDK support (it'll fully be rewritten later for SDK support)
    • Every line of code generated via S.E.E is now editable by scripting (will be included in the SDK)
    • Full support for all Unity 5 versions provided now, with the new API represented
    • Fixed more Debug Logs that will help you out (they can be turned off on will by settings (will be shown later))
    • Fixed a more organized source code for easier edits

    Next Focus:

    • Make the "Stop Preview" option to delete the template for the mode you choose (currently only Custom Inspector)
    • Make the S.E.E window more beautiful in terms of customization and categorizing of modules
    • Add alignment (GUILayout.BeginHorizontal/GUILayout.EndHorizontal) options (as well as vertical)
    • Add an option to choose if the Horizontal/Vertical spaces should be surrounded by a box
    • Add support for color choosing of the Horizontal/Vertical spaces if they're surrounded by a box (the box will be colored)
    • Add support for color choosing of the Labels created (text color)


    It does obviously not end there, a lot more things to add, such as text fields, foldouts, more customization options etc.
    Please let me know what you think! :)
     
    Last edited: Jul 12, 2015
  15. Sykoo

    Sykoo

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    A quick little update...

    Alright, so the preview mode works very nicely now, without any errors given. And literally, I accidentally made the removing of preview code not work... It was working so nicely, then I added the statement to remove the modules created by user - and BOOM - not working anymore :(
    I'm trying to patch it up, though it looks like it'll be taking some time.
     
  16. Sykoo

    Sykoo

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    FINALLY WORKING!
    The preview mode finally works perfectly!
    It now correctly writes the modules you add into the script (generates the code), and then when you hit "PREVIEW" it saves all the lines you've added to the script as a variable (array), then overwrites the whole script with the template for what you've chosen to create (currently only Inspector). After overwriting, it'll place the code that you've placed (which got saved to a variable), and then end the template by adding last brackets.

    The method is easy to think of - but so damn hard to code up. But now it finally works.
    My next focus will be to add some customization options to the label, or I might just rewrite the code to make it more clean for myself to find and edit as well! But we're now getting so close to a demo to be released of this asset!
     
  17. Sykoo

    Sykoo

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    HUGE UPDATE!
    The name of the asset has been changed!

    Old name: Sykoo's Editor Extender (S.E.E)
    *New name: CION
    *New slogan: Sykoo's Ultimate Editor Extender
     
    shkar-noori likes this.
  18. Yash987654321

    Yash987654321

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    and any idea how much time will it take?
     
  19. Sykoo

    Sykoo

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    Hmm, might be a video time like this weekend coming up (not this). So like 16-17th a video will be released, which means the asset will be in a usable position, and then after a few days it might be released! :) So maybe a full week until release.
     
  20. Yash987654321

    Yash987654321

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    Nice :D
     
    Sykoo likes this.
  21. Sykoo

    Sykoo

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    Thank you so much for your interest, I hope to make this asset as good as possible and polish it so much until release! :)
     
  22. Sykoo

    Sykoo

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    SEARCHING FOR 5 BETA TESTERS!
    Now that even more progress has been done and everything so far is almost perfectly working, I am looking for 5 people who'd like to test this out in a few days. Please feel free to send me PM's, and this is no job application so just asking for a place to try out CION Closed BETA would be enough! :)
     
  23. khos85

    khos85

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    Me please :)
     
    Sykoo likes this.
  24. Sykoo

    Sykoo

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    CION v1.2 Patch Notes:

    Added Features:
    • Added a text input field where you'll be able to type in the base script name for custom inspector
    • Content panel added where you'll enter a text i.e when creating a label, and it'll be what this label says
    • New method for stopping preview mode
    • Added a label on Preview Mode section where it'll say (ON) and (OFF)

    • Rewrote the source code for easier fixes, management and edits. Also started adding a SDK version
    • Added an "Advanced Settings" section for more in-depth settings to change, right now you can only nullify the customizations done
    • Added some nice looking horizontal lines to seperate different sections

    Fixes:

    • Fixed the Preview Mode (HUGE PROGRESS)
    • Changed the name of the asset from "S.E.E" to "CION"
    • Fixed the bug of creating modules whilst in the Preview Mode
    • Fixed the major bug where the file path would nullify itself after Unity losing focus even when file path is registered
    • Fixed the error messages in Console if something goes wrong
    • Fixed the major bug where nullifying the whole script would not nullify amount of lines

    Next Focus:

    • Add alignment modules to align modules on the middle/right side of the window
    • Add draw-box module to create rectangles/boxes around other modules
    • Add color module to support colored modules
    • Customize the modification panel to make it look better and categorize everything
    • Add button module to create buttons with functionality
    • Make 'content' variable work with buttons and all other functionality modules
    • Categorize everything in the modification panel


    PS:
    3/5 people have been chosen for BETA testing that'll be taking place in about 2-3 days!
    Thank you guys for all your support! :)
     
  25. Tiny-Tree

    Tiny-Tree

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    could you do a demo tutorial to see how is the workflow ?
     
  26. Sykoo

    Sykoo

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    Yes, of course!
    A video will be available in a few days (before the BETA actually launches). It'll will obviously be posted here, but if you want to keep up-to-date with my other videos and YouTube channel, you can click here to go there.
     
  27. Yash987654321

    Yash987654321

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    I am really excited for the beta!:)
    Can I be in Beta?
    Thanks :D
     
  28. Sykoo

    Sykoo

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    Of course! 1 place left now, 4/5 people registered for the BETA! :)
    Thank you :)
     
    Yash987654321 likes this.
  29. Haagndaaz

    Haagndaaz

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    I'd love to try this!
     
  30. Sykoo

    Sykoo

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    I appreciate your kind words :)
    Would you like me to write you in as the last BETA tester?
     
  31. Haagndaaz

    Haagndaaz

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    Would love to be a part of the BETA :)
     
  32. Sykoo

    Sykoo

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    Wrote you down as my final BETA tester! :D Thank you for your interest.
    I'll PM you and everyone else who signed for BETA testing when it's ready!
     
    Haagndaaz likes this.
  33. khos85

    khos85

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    Whohoo, this could be a really awesome tool! Looking forward to trying it out.
     
    Sykoo likes this.
  34. Sykoo

    Sykoo

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    Trailer video is being shot!
    The main topic post has been updated, new pictures have been posted as well!
    And, a trailer video is now being recorded, so in a few days there'll be a nice little trailer video before the BETA! :)
     
  35. Sykoo

    Sykoo

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    1.3 Patch notes coming up tomorrow or the day after!
     
  36. Sykoo

    Sykoo

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    The BETA has officially started!
     
  37. Sykoo

    Sykoo

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    1.4 is almost ready to be revealed!
    In 1.4, you can expect a completely new UI, buttons, colors and text fields! :)
     
  38. Sykoo

    Sykoo

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    NEW VIDEO!
     
  39. Sykoo

    Sykoo

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    Patch 1.4 is getting ready to be revealed! :)
     
  40. Sykoo

    Sykoo

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  41. Sykoo

    Sykoo

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    CION v1.4 Patch Notes:

    Fixes:
    • Fixed a bug with the preview mode not generating the code sometimes
    • Fixed a bug where the code generated would result in "NoPermissionGranted"
    • Fixed a better console printing (more in-depth now)
    • Fixed color issues in CiON (a bug where color wouldn't change correctly)


    Features:
    • Reworked the whole script and UI of CiON! (MAJOR)
    • Added a whole new Showcase Panel! (MAJOR)
    • Added an option to restore the whole script together with all the arrays
    • Added a text field for you to enter the file path first time you launch CiON
    • Reworked the whole Preview Mode, now works smoothly
    • Added four buttons for you to reach help as quickly as possible
    • Added a button to delete marked modules

    SHOWCASE PANEL
    Showcase Panel is a whole new system invented in CiON version 1.4! It's used to see all the modules you've added so far, where you can also mark each and every single one of the modules you've added, which lets you customize the modules marked. There are several options for customization, and two of them from top of my head are "Alignment" and "Colorizing". In 1.3 and earlier, you had to click on the buttons in an order to create these alignments etc. which resulted in you working with a huge hassle. But now on, you just mark whatever module(s) you want, then click on "Align in middle" - and BOOM - it's done. The option to manually generate horizontal spaces etc. still exists though!

    THE NEW UI

    The new UI presented in 1.4 is made to make it all more simple for the developer/user - you!
    1.3 and earlier versions had a disgusting color scheme attached to the UI, making your eyes tired. But now, it's not that much colors - it's more categorized. When you visit the modification panel in 1.4x, you'll be able to see a toolbar including all the categories for modification - such as adding a new label, working on alignment, adding colors and buttons etc!

    Here are a few quick pictures on how the new 1.4 UI looks like with the showcase and modification panels.
     
  42. Yash987654321

    Yash987654321

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    when will its beta release? I want to test it out (again):)
     
  43. Sykoo

    Sykoo

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    Very glad you're interested of the updates too! :)
    The new version in BETA will probably be released this weekend.
     
    Yash987654321 likes this.
  44. Sykoo

    Sykoo

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    CION v1.5 Patch Notes:

    Fixes:
    • Fixed a bug where the showcase panel would multiply the amount of modules in an intimidating way (MAJOR FIX)
    • Fixed the bug where you could not mark any other modules after aligning something in the middle (MAJOR FIX)
    • Fixed some bugs with the preview mode
    • Fixed the "RESTORE SCRIPT" button (it'll now simply clear every single line in the script)

    Features:
    • Reworked a little bit of the UI in modification panel
    • Cleaned up the showcase panel (easier to find everything now)
    • Made the showcase panel ignore customization modules (spaces and colors)
    • Now correctly displays two options for you in the alignment panel:
    either you align something in the middle simply by clicking a single button, or you create the horizontal/vertical spaces including the flexible spaces by yourself
    • Now works to choose where you want to add each module

    From 1.5+, I'll be updating so that it stays at 1.5 until the initial release (next update will become 1.5.1, the one after will be 1.5.2 etc). CiON is getting closer and closer to an initial release!
     
  45. Sykoo

    Sykoo

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    1300 lines of code has been reached now! Officially my new personal record!

    I need a life...
     
  46. Yash987654321

    Yash987654321

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    congratulations!!!
    when completed will. this also have a auto set value of we would need to add that part our self I mean the find property and blablabla
     
    Sykoo likes this.
  47. Sykoo

    Sykoo

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    Thank you so much! :D
    Hmm, by "auto set value" do you mean like width and height of each module? In that case, there is an option now on each page of module modification where you can choose the width and height.
     
  48. Yash987654321

    Yash987654321

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    nope I mean to link fields to variables (My poor English :()
     
  49. Sykoo

    Sykoo

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    Ah I see, no problem! :)
    I'll at least let you type in any function you want to call through the button clicks etc.
     
    Yash987654321 likes this.
  50. Sykoo

    Sykoo

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    Working on a completely new UI in-before the initial release!

    This is the last time I work on a new UI. Since the start of work on this project, I always had this type of UI in my mind to implement, but I thought the method etc. was more important at that moment - which was a good and clever thing that I've done!

    This is how the new and (probably) last UI will look like:


    On the left side, you'll have the customization panel, and then on the right side you'll have the showcase panel, including the buttons for Preview Mode switching. As you can see, there's also a settings icon on the upper right of the window, and if you click that it'll let you customize settings (currently shown on the left side) which will be located on the left side of the window (the customization panel).

    The UI is also more in-depth now and looks much better, with title styled text, horizontal lines, vertical lines and also "gaps" / GUI divider. I was inspired by ProFlares asset's developer... ProFlares! I saw how he was using GUIStyles in his editor extension, and got so inspired by it so I went ahead and gave the scripting API an even closer look, and I found out how he was implementing everything. With some modification, I've got it to fit CiON perfectly :) So thank you, ProFlares, for the inspiration. I'll probably edit it more to make it more unique and fit better for CiON.

    Now that the whole method behind the script works, including the new UI is being worked on, next stop will be to implement buttons, object fields (including gameobjects, transforms, textures, 2D textures and more), text fields, popups and some other modules. Those might be the only ones that I'll include in the initial release of CiON, because it'll be updated regularly anyway, so it won't be an issue to implement more later on (as it's already planned to be that way).

    Please let me know what you guys think!

    IMPORTANT!
    I also need some tips on what the price could be on CiON. What do you think you would pay on an asset that'll let you create your own editor extensions without having to code a single line?