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Extending Unity with Editor Scripting

You're reading from   Extending Unity with Editor Scripting Put Unity to use for your video games by creating your own custom tools with editor scripting

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Product type Paperback
Published in Sep 2015
Publisher
ISBN-13 9781785281853
Length 268 pages
Edition 1st Edition
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Author (1):
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Angelo R Tadres Bustamante Angelo R Tadres Bustamante
Author Profile Icon Angelo R Tadres Bustamante
Angelo R Tadres Bustamante
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Table of Contents (12) Chapters Close

Preface 1. Getting Started with Editor Scripting 2. Using Gizmos in the Scene View FREE CHAPTER 3. Creating Custom Inspectors 4. Creating Editor Windows 5. Customizing the Scene View 6. Changing the Look and Feel of the Editor with GUI Styles and GUI Skins 7. Saving Data in a Persistent Way with Scriptable Objects 8. Controlling the Import Pipeline Using AssetPostprocessor Scripts 9. Improving the Build Pipeline 10. Distributing Your Tools 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:

Here, select C# in...

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