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TOPIC: Custom Editor Window

Custom Editor Window 3 months 6 days ago #2828

  • fiveamp
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What does everyone use for their workflow as having an open window in the Editor with the I2 Language Source prefab?
Opening the source prefab every time you want to modify it becomes a pain, it would be so much better to have a specific Editor Window that always had it ready to edit.

As a workaround right now sometimes, I will add an additional inspector, open the prefab, and lock that extra inspector window. This however is not ideal because it will not retain across Editor sessions and it creates issues with multiple inspector windows (like editing collider bounds - Unity get's confused with two inspector windows).

What is everyone else's workflow?
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Custom Editor Window 3 months 6 days ago #2829

  • Frank
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You wont normally need to keep the prefab inspector open.
Once you setup your Languages, most of the other work is done in the Localize component. There you can create terms, fill the translations, do auto-translations, etc.

Why do you need to keep the prefab inspector open all the time? Maybe I'm missing something
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