ScriptableWizard Class, inherits from ScriptableObject  

Scripting > Editor Classes > ScriptableWizard

Derive from this class to create an editor wizard.

Note: This is an editor class. To use it you have to place your script in Assets/Editor inside your project folder. Editor classes are in the UnityEditor namespace so for C# scripts you need to add "using UnityEditor;" at the beginning of the script.

Variables
helpString

Allows you to set the help text of the wizard.

errorString

Allows you to set the error text of the wizard.

isValid

Allows you to enable and disable the wizard create button, so that the user can not click it.

Messages Sent
OnDrawGizmos

Called every frame if the wizard is visible.

OnWizardUpdate

This is called when the wizard is opened or whenever the user changes something in the wizard.

OnWizardCreate

This is called when the user clicks on the Create button.

OnWizardOtherButton

Allows you to provide an action when the user clicks on the other button.

Class Functions
DisplayWizard

Creates a wizard with a given title.

Inherited members
Inherited Variables
name

The name of the object.

hideFlags

Should the object be hidden, saved with the scene or modifyable by the user?

Inherited Functions
GetInstanceID

Returns the instance id of the object.

Inherited Messages Sent
OnEnable

This function is called when the object is loaded

OnDisable

This function is called when the scriptable object goes out of scope

Inherited Class Functions
CreateInstance

Creates an instance of a scriptable object with className.

operator bool

Does the object exist?

Instantiate

Clones the object original and returns the clone.

Destroy

Removes a gameobject, component or asset.

DestroyImmediate

Destroys the object obj immediately. It is strongly recommended to use Destroy instead.

FindObjectsOfType

Returns a list of all active loaded objects of Type type.

FindObjectOfType

Returns the first active loaded object of Type type.

operator ==

Compares if two objects refer to the same

operator !=

Compares if two objects refer to a different object

DontDestroyOnLoad

Makes the object target not be destroyed automatically when loading a new scene.