Index
A
- AppBlade
- about / Distributing your video game using AppBlade
- for distributing video game / Distributing your video game using AppBlade
- URL / Creating an AppBlade account
- AppBuilder tool
- tool distribution / Defining the chapter goals
- environment, preparing / Preparing the environment
- AssetDatabase class
- AssetPostprocessor
- about / Overview
- chapters goals, defining / Defining the chapter goals
- AssetPostprocessor class
- using / Using the AssetPostprocessor class
- reference / Using the AssetPostprocessor class
- AssetPreview class
- Asset Store
- publishing in / Publishing in the Asset Store
- Tools, installing / Installing the Asset Store Tools
- publisher, creating / Becoming a publisher
- package, uploading / Uploading the package
- Mass Labeler, using / Using the Mass Labeler
- project, uploading / Uploading and submitting the project
- project, submitting / Uploading and submitting the project
B
- build pipeline
- overview / Overview
- improvements / Defining the chapter goals
- environment, preparing / Preparing the environment
- BuildPipeline class
- automating / Automating the BuildPipeline class
- player settings, adjusting / Adjusting the player settings
- using / Using the BuildPipeline class
- editor window, creating / Creating an editor window and learning about EditorPrefs to persist data
- BuildPlayer method
- parameters / Using the BuildPipeline class
C
- CI Token / Uploading the build
- cURL
- URL / Uploading the build
- CustomEditor attribute
- using / Using the CustomEditor attribute
- Custom Inspectors
- about / Overview
- Level class, upgrading / Upgrading the Level class
- working / Understanding how an inspector works
- creating / Creating a custom inspector
- drawers, using / Using drawers inside a custom inspector
- SerializedProperty, using / Using SerializedObject and SerializedProperty
- SerializedObject, using / Using SerializedObject and SerializedProperty
- custom inspectors
- about / The Editor folder
- Custom Inspectors, creating
- about / Creating a custom inspector
- CustomEditor attribute, using / Using the CustomEditor attribute
- inspector message methods, playing with / Playing with the inspector message methods and target variable
- GUI elements, adding / Adding the GUI elements
- resize feature, implementing / Implementing the resize feature
- buttons, used for trigger actions / Using buttons to trigger actions
D
- Debug configuration / Integrating the DLL file to the main project
- Decorator Drawers, built-in
- about / Built-in Decorator Drawers
- header attribute / Header
- space attribute / Space
- tooltip attribute / Tooltip
- DLL
- about / Overview
- DLL file, for AssetPostprocessors
- about / Using a DLL file for the AssetPostprocessors
- DLL project, creating / Creating and setting up a DLL project
- DLL project, setting up / Creating and setting up a DLL project
- DLL file, integrating to main project / Integrating the DLL file to the main project
- drawers
- using, inside Custom Inspector / Using drawers inside a custom inspector
E
- Edit mode
- implementing / The Edit mode
- EditorApplication class
- reference link / Performing automation
- Editor class
- Editor folder
- about / The Editor folder
- EditorGUI
- URL / Adding the GUI elements
- EditorGUILayout
- URL / Adding the GUI elements
- Editor modes
- defining / Defining the Editor modes
- EditorPrefs / Creating an editor window and learning about EditorPrefs to persist data
- editor script
- about / What is an editor script?
- MenuItem attribute / What is an editor script?
- DisplayDialog method / What is an editor script?
- editor scripting
- overview / Overview
- basics / Editor scripting basics
- editor script / What is an editor script?
- Editor folder / The Editor folder
- EditorStyles class
- editor window
- overview / Overview
- goals, defining / Defining the chapter goals
- base, creating / Creating the base for an editor window
- EditorWindow class, using / Using the EditorWindow class
- EditorWindow message methods, using / Playing with the EditorWindow message methods
- Hotkeys, assigning to menu items / Using Hotkeys to trigger menu items
- EditorWindow class
- editor windows
- about / The Editor folder
- Erase mode
- implementing / The Erase mode
- ExecuteInEditMode class
- externals scripts
- interacting with / Interacting with external scripts
- build information, displaying in video game / Displaying the build information in the video game
- bash script, using in pipeline / Using the bash script in our pipeline
G
- Git submodules
- for sharing code / Sharing code using Git submodules
- creating / Creating a submodule
- using / Using a submodule
- reference / Using a submodule
- gizmos
- overview / Overview
- goals, defining / Defining the chapter goals
- creating / Creating gizmos through code
- OnDrawGizmos method / The OnDrawGizmos and OnDrawGizmosSelected methods
- OnDrawGizmosSelected method / The OnDrawGizmos and OnDrawGizmosSelected methods
- adding, DrawGizmo attribute used / Adding gizmos using the DrawGizmo attribute
- Gizmos class
- about / The Gizmos class
- URL / The Gizmos class
- DrawRay method / DrawRay
- DrawIcon method / DrawIcon
- DrawGUITexture method / DrawGUITexture
- DrawFrustrum method / DrawFrustrum
- GUI
- GUI, Level Creator tool
- modifying / Overview, Changing the look and feel of the Level Creator tool
- goals, defining / Defining the chapter goals
- GUIStyles, using / Using GUIStyles in our GUI components
- GUIStyleState instances, using / Working with the GUIStyleState instances
- GUISkin asset, using / Changing the look and feel using a simpler approach, Integrating and using a GUISkin
- GUISkin asset, creating / Creating a GUISkin asset
- GUISkin asset, integrating / Integrating and using a GUISkin
- GUILayout
H
- Handles class
- using / Using the Handles class
- URL / Using the Handles class
- hiding flags
- using / Using hiding flags
- Hotkeys
- used, for triggering menu items / Using Hotkeys to trigger menu items
I
- import pipeline
- improving / Improving the import pipeline
- background and level piece assets settings, overwriting / Overwriting the background and level piece assets settings
- inspector
- improving, without Custom Inspectors / Improving the inspector without custom inspectors
K
- Key Images
- reference / Uploading the package
L
- layouts
- about / Working with layouts
- complex layouts, creating / Creating complex layouts
- Level class
- upgrading / Upgrading the Level class
- Level Creator tool
- about / The Level Creator tool
- features / The Level Creator tool
- goals, defining / Defining the chapter goals
- environment, preparing / Preparing the environment
- automation, performing / Performing automation
- palette, integrating with / Integrating the Palette with the Level Creator tool
- View mode / Defining the Editor modes, The View mode
- Paint mode / Defining the Editor modes, The Paint mode
- Edit mode / Defining the Editor modes, The Edit mode
- Erase mode / Defining the Editor modes, The Erase mode
- modes, implementing / Implementing the Level Creator modes
- improvements / Adding the final details to Level Creator
- hiding flags, using / Using hiding flags
- GUI, modifying / Overview
- levels, Run & Jump
- updatable gravity, creating / Updatable gravity in levels
- play mode, adjusting / Playing with gravity
- Scriptable Object, integrating / Integrating the Scriptable Object with the level
- Level class, updating / Updating the Level and the LevelInspector class
- LevelInspector class, updating / Updating the Level and the LevelInspector class
- level settings, tweaking in play mode / Tweaking the level settings in the play mode
P
- Paint mode
- implementing / The Paint mode
- palette
- implementing / Implementing the Palette
- category system, creating / Creating a category system
- assets, searching with AssetDatabase class / Finding assets using the AssetDatabase class
- GUI, implementing / Implementing the GUI for the Palette
- tabs, creating / Creating tabs
- scrollable area, creating / Creating a scrollable area
- integrating, with Level Creator tool / Integrating the Palette with the Level Creator tool
- event, creating / Creating an event
- event, subscribing / Subscribing to an event
- parameters, BuildPlayer method
- levels / Using the BuildPipeline class
- locationPathName / Using the BuildPipeline class
- target / Using the BuildPipeline class
- options / Using the BuildPipeline class
- Property Drawer
- about / What is a Property Drawer?
- built-in Property Drawers / Built-in Property Drawers
- Property Drawers
- creating / Creating you own Property Drawers
- Property Drawers, built-in
- about / Built-in Property Drawers
- range attribute / Range
- multiline attribute / Multiline
- TextArea attribute / TextArea
- ContextMenu attribute / ContextMenu
- ContextMenuItem attribute / ContextMenuItem
R
- Release configuration / Integrating the DLL file to the main project
- Run & Jump
- about / Introducing Run
- video game, playing / Playing the video game
- URL / Playing the video game
- new level, creating / Creating a new level
- levels, structuring / Adding a structure to our levels
- gizmo grid, implementing / Implementing the gizmo grid
- snap, implementing to grid behaviour / Implementing the snap to grid behaviour
- levels, setting / Preparing the environment
- Scriptable Object, implementing / Implementing a Scriptable Object
S
- Scene View
- overview / Overview
- goals, defining / Defining the chapter goals
- customizing / Customizing the Scene View
- OnSeceneGUI message method, using / Using the OnSeceneGUI message method
- tools, using / Playing with the Scene View tools
- game objects, controlling / Controlling the focus over our game objects
- events, detecting / Detecting Scene View events
- mouse position, obtaining / Getting the mouse position
- mouse events, capturing / Capturing mouse events
- Handles class, using / Using the Handles class
- Scriptable Object
- overview / Overview
- goals, defining / Defining the chapter goals
- implementing / Implementing a Scriptable Object
- data class, creating / Creating the data class
- URL / Creating the data class
- asset, generating for data class / Generating an asset to contain the data class
- integrating, with level / Integrating the Scriptable Object with the level
- serialization / Understanding how an inspector works
- Singleton design pattern
- special folders, Unity
- URL / The Editor folder
U
- UnityEditor / Creating and setting up a DLL project
- UnityEditor namespace
- about / What is an editor script?
- UnityEngine / Creating and setting up a DLL project
- Unity Package
- about / Sharing code using a Unity Package
- for sharing code / Sharing code using a Unity Package
- package creation process / Creating a package
- importing / Importing a package
V
- version control
- adding, to project / Adding version control to your project
- Vertex-Snapping mode
- about / Creating a new level
- video game, distributing using AppBlade
- about / Distributing your video game using AppBlade
- AppBlade account, creating / Creating an AppBlade account
- build, uploading / Uploading the build
- View mode
- implementing / The View mode