001438387 000__ 03937cam\a2200517\a\4500 001438387 001__ 1438387 001438387 003__ OCoLC 001438387 005__ 20230309004302.0 001438387 006__ m\\\\\o\\d\\\\\\\\ 001438387 007__ cr\un\nnnunnun 001438387 008__ 210724s2021\\\\cau\\\\\o\\\\\001\0\eng\d 001438387 019__ $$a1261303544 001438387 020__ $$a9781484271674$$q(electronic bk.) 001438387 020__ $$a148427167X$$q(electronic bk.) 001438387 020__ $$z9781484271667 001438387 0247_ $$a10.1007/978-1-4842-7167-4$$2doi 001438387 035__ $$aSP(OCoLC)1261365134 001438387 040__ $$aEBLCP$$beng$$epn$$cEBLCP$$dYDX$$dGW5XE$$dOCLCO$$dOCLCF$$dUKAHL$$dOCLCQ$$dOCLCO$$dOCLCQ 001438387 049__ $$aISEA 001438387 050_4 $$aQA76.76.C672 001438387 08204 $$a791.8/151$$223 001438387 1001_ $$aKok, Benny. 001438387 24510 $$aBeginning Unity Editor scripting :$$bcreate and publish your game tools /$$cBenny Kok. 001438387 260__ $$aBerkeley, CA :$$bApress,$$c2021. 001438387 300__ $$a1 online resource (274 pages) 001438387 336__ $$atext$$btxt$$2rdacontent 001438387 337__ $$acomputer$$bc$$2rdamedia 001438387 338__ $$aonline resource$$bcr$$2rdacarrier 001438387 500__ $$aIncludes index. 001438387 5050_ $$aChapter 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. 001438387 506__ $$aAccess limited to authorized users. 001438387 520__ $$aLearn 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. 001438387 588__ $$aOnline resource; title from PDF title page (SpringerLink, viewed August 4, 2021). 001438387 63000 $$aUnity (Electronic resource) 001438387 650_0 $$aVideo games$$xProgramming. 001438387 650_0 $$aScripting languages (Computer science) 001438387 650_6 $$aJeux vidéo$$xProgrammation. 001438387 650_6 $$aLangages de script (Informatique) 001438387 655_0 $$aElectronic books. 001438387 77608 $$iPrint version:$$aKok, Benny.$$tBeginning Unity Editor Scripting.$$dBerkeley, CA : Apress L.P., ©2021$$z9781484271667 001438387 852__ $$bebk 001438387 85640 $$3Springer Nature$$uhttps://univsouthin.idm.oclc.org/login?url=https://link.springer.com/10.1007/978-1-4842-7167-4$$zOnline Access$$91397441.1 001438387 909CO $$ooai:library.usi.edu:1438387$$pGLOBAL_SET 001438387 980__ $$aBIB 001438387 980__ $$aEBOOK 001438387 982__ $$aEbook 001438387 983__ $$aOnline 001438387 994__ $$a92$$bISE