Use plugins to extend Makinom’s functionality.
Plugins can be used to add content and store custom settings in the Makinom project asset without changing the source code of Makinom. They also contain functions that will automatically be called by Makinom, e.g. when Makinom is initialized, starts a new game or loads a game.
Once a plugin’s code is in your Unity project, you can use it in Makinom by adding and selecting the plugin in Editor > Plugins.
When you want to remove a plugin, make sure to first remove it in the Makinom editor before removing the plugin’s code (and save the changes).
Create custom plugins by deriving from the BasePlugin class (namespace GamingIsLove.Makinom) and implementing all the required abstract functions and properties. See below for a sample plugin integration.
Make sure to use an EditorSettingInfo attribute for the class to define the name and description of your plugin, as this information is used by the selection popup in the Makinom editor to select your plugin.
Use the sample plugin as a basis for your custom plugin – just remove the settings and add your own as needed. You should also either use a different namespace or rename the SamplePlugin class to a different name, as well as change the EditorSettingsInfo attribute’s content.
You can download a sample plugin implementation here.
See the the bare minimum of a plugin’s code below. This is basically the sample plugin without any settings.
The extension manager can be used to browse, download and import available extensions (e.g. plugins, custom nodes, other scripts or schematics) for Makinom.
Open it using the Unity Menu: Window > Makinom Extension Manager
Make sure to save your open Makinom project or schematics (in the Makinom editor) before importing any package, as importing a package will reset all unsaved changes.
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