public static class StandardEditorsThe editors this assembly ships, as a set a host can register in one line.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
Registration stays explicit — see AssetEditorRegistry for why nothing is discovered — and this is the list, in one place, rather than nine lines every host has to keep in step. A host that wants a different set builds its own registry and adds what it wants; a plugin adds to whichever registry it was handed.
⚠ The scene and the prefab editors need a world and this cannot decide where from. Whether two open scenes share one world is an application's decision with consequences for play mode and for how much memory ten open scenes cost — so the suppliers are arguments, and they are two arguments rather than one because a prefab is edited in isolation and sharing the scene's world would silently take that away.
Methods (2)
public static AssetEditorRegistry CreateDefault(Func<AssetEditorRequest, World> scenes, Func<AssetEditorRequest, World> prefabs)Every editor this assembly ships, registered into a fresh registry.
public static AssetEditorRegistry CreateWorldless()The editors that need nothing from the host, for a test or a headless tool.
Used by (5)
- AssetEditorRegistryTestsVixen.Editor.AssetEditors.Tests
- AuthoringTestsVixen.Editor.AssetEditors.Tests
- EditorApplicationVixen.Editor.App
- MilestoneE5TestsVixen.Editor.App.Tests
- ShaderGraphSurfaceTestsVixen.Editor.App.Tests