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Beginning Unity Editor Scripting = C...
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SpringerLink (Online service)
Beginning Unity Editor Scripting = Create and Publish Your Game Tools /
Record Type:
Language materials, printed : Monograph/item
Title/Author:
Beginning Unity Editor Scripting/ by Benny Kok.
Reminder of title:
Create and Publish Your Game Tools /
Author:
Kok, Benny.
Description:
XVII, 263 p. 259 illus.online resource. :
Contained By:
Springer Nature eBook
Subject:
Computer games—Programming. -
Online resource:
https://doi.org/10.1007/978-1-4842-7167-4
ISBN:
9781484271674
Beginning Unity Editor Scripting = Create and Publish Your Game Tools /
Kok, Benny.
Beginning Unity Editor Scripting
Create and Publish Your Game Tools /[electronic resource] :by Benny Kok. - 1st ed. 2021. - XVII, 263 p. 259 illus.online resource.
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.
Learn about editor scripting in Unity, including different possible methods of editor customization to fit your custom game workflow or even to create assets that could be published on the Asset Store to earn a passive income. The knowledge of editor scripting, although rarely covered in books, gives a game developer insight into how things work in Unity under the hood, which you can leverage to create custom tools that empower your unique game idea. 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. You will: 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.
ISBN: 9781484271674
Standard No.: 10.1007/978-1-4842-7167-4doiSubjects--Topical Terms:
1256819
Computer games—Programming.
LC Class. No.: QA76.76.C672
Dewey Class. No.: 794.815
Beginning Unity Editor Scripting = Create and Publish Your Game Tools /
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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.
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