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

Understanding how an inspector works


Every time you attach a MonoBehaviour script to a game object, all the public variables in that script are automatically exposed in the inspector. This means you can change the values directly from there and also these values are serialized.

Note

Serialization is the process of converting an object into a stream of bytes in order to store the object or transmit it to memory, a database, or a file. Its main purpose is to save the state of an object to be able to recreate it when needed.

Making your variables public is not the only way to expose them in the Inspector. An alternative is using the SerializeField attribute, like in the Level class variables, so independent of the access modifier of the property (public, private, protected, or internal), this will be exposed and serialized without exception.

In specific scenarios, you might want to have a public property to be serialized without exposing it in the inspector. For this, you must use the HideInInspector...