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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

Summary

Scriptable Objects are not the most used feature of Unity but are useful it is good to keep them in the solution sets approaches for our video game.

They are used as assets, which are only meant to store data, but can also be used to help serialize objects and can be instantiated in our scenes. In some scenarios, they are also an alternative to XML, JSON, or plain text files to define configuration parameters.

Based on what we did in this chapter, with a Scriptable Object approach, it is now possible to keep changes you make to settings values while your game is running in play mode, easily swap between different sets of settings values, and allowing the separation of logic and data.

In the next chapter, we are going to work improving the asset import pipeline.

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