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Angelo Tadres

Extending Unity with Editor Scripting

Put Unity to use for your video games by creating your own custom tools with editor scriptingAbout This BookAcquire a good understanding of extending Unity's editor capabilities for a platformer game by using Gizmos, custom inspectors, editor windows, scriptable objects, and moreLearn to configure and get control over your asset import pipeline using asset preprocessorsA step-by-step, comprehensible guide to creating and customizing a build pipeline that fits the necessities of your video game development teamWho This Book Is For
This book is for anyone who has a basic knowledge of Unity programming using C# and wants to learn how to extend and create custom tools using Unity editor scripting to improve the development workflow and make video game development easier.
What You Will LearnUse Gizmos to create visual aids for debuggingExtend the editor capabilities using custom inspectors, property and decorator drawers, editor windows, and handlesSave your video game data in a persistent way using scriptable objectsImprove the look and feel of your custom tools using GUIStyles and GUISkinsConfigure and control the asset import pipelineImprove the build creation pipelineDistribute the custom tools in your team or publish them in the Asset StoreIn DetailOne of Unity's most powerful features is the extensible editor it has. With editor scripting, it is possible to extend or create functionalities to make video game development easier. For a Unity developer, this is an important topic to know and understand because adapting Unity editor scripting to video games saves a great deal of time and resources.
This book is designed to cover all the basic concepts of Unity editor scripting using a functional platformer video game that requires workflow improvement.
You will commence with the basics of editor scripting, exploring its implementation with the help of an example project, a level editor, before moving on to the usage of visual cues for debugging with Gizmos in the scene view. Next, you will learn how to create custom inspectors and editor windows and implement custom GUI. Furthermore, you will discover how to change the look and feel of the editor using editor GUIStyles and editor GUISkins. You will then explore the usage of editor scripting in order to improve the development pipeline of a video game in Unity by designing ad hoc editor tools, customizing the way the editor imports assets, and getting control over the build creation process. Step by step, you will use and learn all the key concepts while creating and developing a pipeline for a simple platform video game. As a bonus, the final chapter will help you to understand how to share content in the Asset Store that shows the creation of custom tools as a possible new business. By the end of the book, you will easily be able to extend all the concepts to other projects.
Style and approachThis book uses a step-by-step approach that will help you finish with a level editor tool, a custom configuration for the asset import pipeline, and a build pipeline totally adjusted to the video game.
385 trykte sider
Udgivelsesår
2015
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    Publishing in the Asset Store
  • Timur Ahmetovhar citeretfor 7 år siden
    Sharing code using Git submodules

    Using packages to share code across different projects has a few problems. These are hard to maintain because any change means a new package must be generated and distributed manually across the team.
    Collaboration is not easy because fixes to bugs in the implementation are not necessarily shared across the team, unless you invest time to manually share the packages with updates. This is not good, as it requires extra management.
    The good news is that we can address this situation using Git submodules as we started using Git in the previous chapter.
    With submodules, you can maintain a Git repository as a subdirectory of another Git repository. This lets you clone another repository with a specific tool into your project and keep your commits separate.
    In this section, we will make the AppBuilder tool a submodule used by Run & Jump.
    Creating a submodule
  • Timur Ahmetovhar citeretfor 7 år siden
    Distributing your video game using AppBlade

    In this section, you will learn how to integrate with AppBlade to our pipeline to distribute Android builds.
    AppBlade is a platform for mobile application distribution, simplifying how you share your mobile applications or video games with your team and testers. Using the application available on Google Play and the AppStore, you can install and run your builds directly in your phone.

På boghylderne

  • evajisel
    Unity
    • 39
    • 7
  • Vadim Pryakhin
    Gamedev
    • 14
    • 1
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