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Extending Unity with Editor Scripting

Extending Unity with Editor Scripting

By : Angelo R Tadres Bustamante
4.7 (7)
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Extending Unity with Editor Scripting

Extending Unity with Editor Scripting

4.7 (7)
By: Angelo R Tadres Bustamante

Overview of this book

One 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.
Table of Contents (12 chapters)
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11
Index

Summary

In this chapter, we concluded learning about how to share our tools.

Unity Packages are a good way to share tools. It is a feature supported natively by Unity and is flexible in terms of choosing which scripts or assets we want to use for that package.

However, if you are within a context where shared tools are a critical part of your development workflow, like a video game studio that tries to create standards and avoid reinventing the wheel on each project, using Git submodules is a better option, keeping the tools on each project updated and allowing collaboration for bug solving. If you are using another version control solution, there is a high probability that it will have something similar to this feature.

The last option reviewed was sharing using the Unity Asset Store. This creates new possibilities for anybody who has an idea for improving video game development in Unity, allowing developers to help other developers and earn money in the process.

This concludes this book....

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