Book Image

Extending Unity with Editor Scripting

By : Angelo R Tadres Bustamante
Book Image

Extending Unity with Editor Scripting

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)
11
Index

Upgrading the Level class

In this video game, a level is just a Unity scene with several level piece prefabs aligned with each other. When we started this project, we took a look at how the level scenes were implemented and found that there was no relation between these prefabs and the Level class through code.

In the last chapter, we added gizmos to display a grid and the necessary methods to make game objects snap to this grid. Now, the focus is to make the Level class capable of knowing what is on the level scene.

To the Level class, we will add an array to handle a 2D matrix of LevelPieces, the base class of the level piece prefabs in Run & Jump. Its size will be determined explicitly by two variables, that is, the total number of columns and rows in the grid.

Go to the Scripts/Level folder and open the Level.cs script. Add the following code to the class:

[SerializeField]
private LevelPiece[] _pieces;

public LevelPiece[] Pieces {
get { return _pieces; }
   set {_pieces = value; }...