Book Image

Unity 5.x Cookbook

Book Image

Unity 5.x Cookbook

Overview of this book

Unity 5 is a flexible and intuitive multiplatform game engine that is becoming the industry's de facto standard. Learn to craft your own 2D and 3D computer games by working through core concepts such as animation, audio, shaders, GUI, lights, cameras, and scripting to create your own games with one of the most important and popular engines in the industry. Completely re-written to cover the new features of Unity 5, this book is a great resource for all Unity game developers, from those who have recently started using Unity right up to game development experts. The first half of the book focuses on core concepts of 2D game design while the second half focuses on developing 3D game development skills. In the first half, you will discover the new GUI system, the new Audio Mixer, external files, and animating 2D characters in 2D game development. As you progress further, you will familiarize yourself with the new Standard Shaders, the Mecanim system, Cameras, and the new Lighting features to hone your skills towards building 3D games to perfection. Finally, you will learn non-player character control and explore Unity 5's extra features to enhance your 3D game development skills.
Table of Contents (20 chapters)
Unity 5.x Cookbook
Credits
Foreword
About the Authors
About the Reviewers
www.PacktPub.com
Preface
Index

Conclusion


In this chapter, we introduced recipes demonstrating some Unity Editor extension scripts, illustrating how we can make things easier, less script based, and less prone to errors, by limiting and controlling the properties of objects and how they are selected or changed via the Inspector.

The concept of serialization was raised in the Editor extension recipes, whereby we need to remember that when we are editing item properties in the Inspector, each change needs to be saved to disk so that the updated property is correct when we next use or edit that item. This is achieved in the OnInspectorGUI() method by first calling the serializedObject.Update() method, and after all changes have been made in the Inspector, finally calling the serializedObject.ApplyModifiedProperties() method. Some sources for more information and examples about custom Editor extensions include: