Game Toolkit for Unity
Learn more about the Makinom editor.
The Makinom editor is used to define your game data and create schematics. The editor is separated into multiple sections and sub-sections.
The Makinom editor is separated into different areas.
The size of the different areas can be changed by the drag handles between them.
You can open the Makinom editor using the following methods:
There are help texts available for all settings in the Makinom editor. The help texts are displayed in the lower left corner of the editor.
By default, the help text of a setting is displayed when you hover with the mouse above the setting. This behaviour can be changed in the editor settings (Editor > Editor Settings).
Data lists are displayed in the settings area for sub-sections that allow creating multiple sets of data, e.g. input keys.
The data list is used to add, remove, copy and move data in the list. You can also search and sort the data list and, depending on the sub-section, filter the list.
Filtering is only available for data that has a type selection, e.g. formulas or scene objects.
The data lists can easily be reordered by dragging the individual items.
There are also sorting options available in the Search, Filter & Sort foldout above the list items.
Certain data lists (e.g. UI boxes) have General Settings to provide default setup that can be overridden by individual list items.
The data selection fields are popups where you select data that you’ve created in the Makinom editor, e.g. selecting an Input Key.
Beside the popup, there are 2 small buttons available:
The popup on the right of the small buttons is the asset source selection, defining how the data’s asset will be referenced in this field. See asset sources for more details.
All popup selections (e.g. for selecting data like input keys) are searchable.
Data selections also have sorting options and can optionally be divided into sub-lists in case the data has types (e.g. scene objects can be listed by scene object types).
Learn more about language content definition and language export/import functionality in the languages documentation.
The Makinom editor is separated into the following sections:
See below for more details on the different sections and their sub-sections.
The Editor section contains mostly settings and informations related to the Makinom editor.
Learn more about it here.
The Base/Control section contains the settings related to control and basic game data.
The Game section contains the settings related to the game (e.g. game states, languages) and that are used in your game world (e.g. formulas, camera positions, scene objects).
The UI section contains the settings related to UI and save games.
The Templates section contains the settings for all kinds of templates that are used by Makinom.
The Schematics section is used to create and edit schematics. Schematics are edited using the node editor.
Learn more in the schematics documentation.
Saving the editor settings (via Save Settings button in the bottom right) will list the changed settings.
It’ll show removed data ([-]), newly added data ([+]) and settings that have changed.
Beside listing the changes, it’ll offer additional options for updating data in your Unity project.
Enabling this will create a backup of the previous setup. Backups will package everything in the Makinom data folder (Assets/Gaming Is Love/_Data/) into a unitypackage file.
Backups can be restored via Editor > Backups in the Makinom editor.
Certain changes in the Makinom editor can make it necessary to update other content in your Unity project.
This mainly happens when changing the GUID of a list content (e.g. an input key) or removing a list content (e.g. a variable change template). The update options are only available if an update is needed.
Enabling this will update all schematics in your project (optionally limited to schematics within a folder and it’s sub-folders).
Enabling this will update data in components on your prefabs.
Enabling this will update data in components in your scenes.
This will close the current scene and open every scene in added in your Unity build settings.