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  • Book Overview & Buying Extending Unity with Editor Scripting
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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

Using a DLL file for the AssetPostprocessors

If you have your video game in a production pipeline, you must consider placing all your AssetPostprocessors in a prebuilt DLL file in the project instead of in scripts. This is because when you have a compile error in one of the project scripts, it will lead to assets being imported differently.

The DLL approach helps us to ensure that they can always be executed even if the scripts of our project have compile errors.

In this section, you will learn how to create a DLL file in MonoDevelop using the scripts we created in the previous sections.

Creating and setting up a DLL project

DLLs are Dynamic Link Libraries; this means that they're linked to your program at runtime instead of compile time.

Usually we create new scripts from Unity, but in this case we will interact directly with MonoDevelop. Run the application, and create a new solution by navigating to File | New | Solution from the menu bar. This opens the following window:

Creating and setting up a DLL project

Here, select...

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