Beginning Unity Editor scripting : create and publish your game tools / Benny Kok.
2021
QA76.76.C672
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Unlimited
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Authorized users
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Can lend chapters, not whole ebooks
Details
Title
Beginning Unity Editor scripting : create and publish your game tools / Benny Kok.
Author
ISBN
9781484271674 (electronic bk.)
148427167X (electronic bk.)
9781484271667
148427167X (electronic bk.)
9781484271667
Publication Details
Berkeley, CA : Apress, 2021.
Language
English
Description
1 online resource (274 pages)
Item Number
10.1007/978-1-4842-7167-4 doi
Call Number
QA76.76.C672
Dewey Decimal Classification
791.8/151
Summary
Learn about editor scripting in Unity, including different possible methods of editor customization to fit your custom game workflow or even to create assets that could be published on the Asset Store to earn a passive income. The knowledge of editor scripting, although rarely covered in books, gives a game developer insight into how things work in Unity under the hood, which you can leverage to create custom tools that empower your unique game idea. This book starts with the very basics of editor scripting in Unity, such as using built-in attributes to customize your component's editor and creating custom editors and windows with IMGUI and UI Toolkit. Next, we move to a general use case example by creating an object spawner EditorTool for the scene view. Later, we dive straight to in-depth stats and detailed case studies of two Unity assets: ProArray and Rhythm Game Starter. Here you'll get more context on how editor scripting is used in published assets. You will also learn how to set up a better workflow for editor scripting, asset publishing, maintenance, and iterative updates. You will leverage the power of modern web technology to build a documentation site with GitBook and DocFX. Finally, you will see some tips and tricks for automating asset versioning and changelogs. You will: Get started with Editor scripting in Unity Work with advanced editor topics such as custom EditorWindows and EditorTool Structure your C# code with namespaces and asmdef Use IMGUI and UI Toolkit for creating editor GUIs Master packaging and selling your own editor tools Set up a better workflow for asset publishing, maintenance, and iterative updates.
Note
Includes index.
Access Note
Access limited to authorized users.
Source of Description
Online resource; title from PDF title page (SpringerLink, viewed August 4, 2021).
Available in Other Form
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Table of Contents
Chapter 1: Introduction
Chapter 2: Customize Editor with Attributes and Callbacks
Chapter 3: Custom Editor with IMGUI
Chapter 4: Custom Editor with UI Toolkit
Chapter 5: Object Spawner Tool Using EditorTool and ScriptableObject- Chapter 6: Case Study: ProArray
Chapter 7: . Case Study: Rhythm Game Starter
Chapter 8: Asset Workflow for Publishing
Chapter 9: Package Distribution and Publishing
Chapter 10: Conclusion.
Chapter 2: Customize Editor with Attributes and Callbacks
Chapter 3: Custom Editor with IMGUI
Chapter 4: Custom Editor with UI Toolkit
Chapter 5: Object Spawner Tool Using EditorTool and ScriptableObject- Chapter 6: Case Study: ProArray
Chapter 7: . Case Study: Rhythm Game Starter
Chapter 8: Asset Workflow for Publishing
Chapter 9: Package Distribution and Publishing
Chapter 10: Conclusion.