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The Hack Spectrum: 
Tips, Tricks, and Hacks for Unity 
Ryan Hipple 
Senior Engineer 
Schell Games 
@roboryantron
The World of Lexica 
● Transformational game 
● Tablets in the classroom 
● More than 50 people 
● 2 ½ years
The Hack Spectrum: 
Tips, Tricks, and Hacks for Unity 
Serialization 
Assets 
Runtime 
Reflection
The Hack Spectrum: 
Tips, Tricks, and Hacks for Unity 
Serialization 
Assets 
Runtime 
Reflection
Serialization 
Polymorphic Serialization 
● Polymorphism is awesome 
● Unity does not serialize it well (fields or arrays) 
Name 
Name Name Name 
Intelligence Ferocity Deliciousness
Serialization 
Polymorphic Serialization 
● ScriptableObject instead of [Serializable] 
● One problem : lots of files
Serialization 
Polymorphic Serialization 
● Want to make it one file... 
● AssetDatabase.AddObjectToAsset
Serialization 
Polymorphic Serialization 
● Want to make it seem like a normal file? 
● hideFlags = HideFlags.HideInHierarchy
Serialization 
Polymorphic Serialization 
● Streamline with custom inspectors 
● CreateInstance on Add 
● Destroy on Remove 
● Dropdown with available types
Serialization 
Polymorphic Serialization 
Demo
Serialization 
Serializable Long 
● 64 bit integer 
● Great for IDs 
● Used by other software 
● Unity does not serialize the type ‘long’
Serialization 
Serializable Long 
● Break into two ints for serialization 
● Custom Inspector 
● Implicit casting
The Hack Spectrum: 
Tips, Tricks, and Hacks for Unity 
Serialization 
Assets 
Runtime 
Reflection
Assets 
Auto Scriptable Objects 
● Not like assigning MonoBehaviours 
● Can only create ScriptableObjects from code
Assets 
Auto Scriptable Objects 
● Custom editor for MonoScript (inspector) 
● Check for ScriptableObject inheritance 
● Button to CreateInstance
Assets 
Auto Scriptable Objects 
Demo
Assets 
Default Object Inspector 
● No inspectors for directories 
● No inspectors for scenes 
● No inspectors for unknown extensions 
● No inspectors for asset roots
Assets 
Default Object Inspector 
● Create Custom Editor for “Object” 
● Draw differently for each type 
○ If statements? 
● Better Option - Copy Unity’s Inspector 
pattern
Assets 
Default Object Inspector 
● Custom Editor for Object 
● OnEnable, finds all “ObjectInspector” types 
○ Assembly.GetTypes 
● Any ObjectInspector where “IsValid” returns 
true is added to a list 
● Draw Valid Inspectors in OnInspectorGUI
Assets 
Default Object Inspector 
● Simple to Create 
● Extend ObjectInspector 
● Override IsValid 
○ example: return extension == (".unity"); 
● Override OnInspectorGUI
Assets 
Default Object Inspector 
Demo scene folder and file encoding
Assets 
Reusing Importer Settings 
● Often want same importer settings 
● Per project 
● Per directory 
● Should be automatic
Assets 
Reusing Importer Settings 
● Two-Part Solution 
○ AssetPostprocessor script 
○ Postprocessor settings scriptable objects 
● Each directory has a settings object 
● Override options for each importer option 
● Applies to new assets automatically
Assets 
Reusing Importer Settings 
Demo
Assets 
Custom Metadata 
● Data about a file - not in the file 
● Loading full file takes long 
● New objects can get deleted, renamed 
● Unity stores in meta file 
● You can too!
Assets 
Custom Metadata 
● AssetImporter.userData - string 
● Save key value pairs or json 
● Use AssetModificationProcessor to update 
● Display in inspector
Assets 
Custom Metadata 
Demo
The Hack Spectrum: 
Tips, Tricks, and Hacks for Unity 
Serialization 
Assets 
Runtime 
Reflection
Runtime 
References, Resources, and Memory 
● Useful to load a list of other assets 
● Object references in prefabs or SOs? 
○ Loads all assets at once 
● Paths for Resources.Load? 
○ Loads only when needed 
○ Typo prone
Runtime 
References, Resources, and Memory 
● Asset Path Attribute for string fields 
● Property Drawer for the attribute 
○ Draw as an object field 
○ Save path to string
Runtime 
Runtime Level Listing 
● At runtime, don’t know what scenes exist 
● EditorBuildSettings has a list 
● Lets steal it
Runtime 
Runtime Level Listing 
● AssetModificationProcessor for 
EditorBuildSettings.asset 
● Copy EditorBuildSettings.scenes to a 
ScriptableObject in Resources 
● Add any custom data in the list
Runtime 
Runtime Level Listing 
Demo
The Hack Spectrum: 
Tips, Tricks, and Hacks for Unity 
Serialization 
Assets 
Runtime 
Reflection
Reflection 
Reflection Primer 
● Information about all Assemblies and Types 
● Get a list of all types 
● List all functions in a type - Public or Private! 
● Call functions, set fields
Reflection 
Developer Debug Options 
● API Design - If it is public, they will call it 
● Attach to your API with reflection 
● Debugging 
● Testing
Reflection 
Call Editor Code from Game 
● If building DLLs, can’t use UnityEditor in 
game code 
● SelectGameObjectInHierarchy 
● Call your own editor code 
● EDITOR ONLY!
Reflection 
Call Editor Code from Game
Reflection 
Call Editor Code from Game 
Demo calling editor code from runtime
Reflection 
Use Private APIs 
● Unity exposes a lot out of the box 
● Much more to explore 
● Browse with ILSpy or Reflector
Reflection 
Use Private APIs 
● Open any editor window; issue commands 
● Take control of the window layout 
● “Borrow” editor assets 
● Tons of private calls waiting to be explored
Reflection 
Use Private APIs
Reflection 
Use Private APIs
Reflection 
Use Private APIs
Reflection 
Use Private APIs 
Demo window layout
The Hack Spectrum: 
Tips, Tricks, and Hacks for Unity 
Ryan Hipple 
Senior Engineer 
Schell Games 
@roboryantron

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