Beginning Unity Editor Scripting
Apress (Verlag)
978-1-4842-7166-7 (ISBN)
This book starts with the very basics of editor scripting in Unity, such as using built-in attributes to customize your component’s editor and creating custom editors and windows with IMGUI and UI Toolkit. Next, we move to a general use case example by creating an object spawner EditorTool for the scene view. Later, we dive straight to in-depth stats and detailed case studies of two Unity assets: ProArray and Rhythm Game Starter. Here you’ll get more context on how editor scripting is used in published assets.
You will also learn how to set up a better workflow for editor scripting, asset publishing, maintenance, and iterative updates. You will leverage the power of modern web technology to build a documentation site with GitBook and DocFX. Finally, you will see some tips and tricks for automating asset versioning and changelogs.
What You Will Learn
Get started with Editor scripting in Unity
Work with advanced editor topics such as custom EditorWindows and EditorTool
Structure your C# code with namespaces and asmdef
Use IMGUI and UI Toolkit for creating editor GUIs
Master packaging and selling your own editor tools
Set up a better workflow for asset publishing, maintenance, and iterative updates
Who This Book Is For
Readers who want to learn about editor scripting to improve their game-development process and create tools forthemselves. Moderate experience with C# and a fundamental knowledge of Unity is expected.
BennyKok is primarily a Unity asset publisher, indie game developer, and music producer. He is a creative individual who loves creating tools for Unity and published ProArray and Rhythm Game Starter on the Unity Asset Store. He also dedicates his time to sharing open-source Unity tools on GitHub for the community.
Chapter 1: Introduction.- Chapter 2: Customize Editor with Attributes and Callbacks.- Chapter 3: Custom Editor with IMGUI.- Chapter 4: Custom Editor with UI Toolkit.- Chapter 5: Object Spawner Tool Using EditorTool and ScriptableObject- Chapter 6: Case Study: ProArray.- Chapter 7: . Case Study: Rhythm Game Starter.- Chapter 8: Asset Workflow for Publishing.- Chapter 9: Package Distribution and Publishing.- Chapter 10: Conclusion.
Erscheinungsdatum | 23.07.2021 |
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Zusatzinfo | 259 Illustrations, black and white; XVII, 263 p. 259 illus. |
Verlagsort | Berkley |
Sprache | englisch |
Maße | 155 x 235 mm |
Themenwelt | Informatik ► Software Entwicklung ► Spieleprogrammierung |
Mathematik / Informatik ► Informatik ► Theorie / Studium | |
Schlagworte | Custom tools • Desktop • editor scripting • game dev • Game Development • Game Tools • Mobile • Scripting • source code • Tool development • UNITY • Unity Cloud Build • Unity Editor |
ISBN-10 | 1-4842-7166-1 / 1484271661 |
ISBN-13 | 978-1-4842-7166-7 / 9781484271667 |
Zustand | Neuware |
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