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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

In this chapter, we introduced you to the editor scripting API and also the project that we will use in this book.

With editor scripts, we were able to customize how Unity works and customize the workflow based on our specific requirements.

When you work with editor scripts, remember to use the UnityEditor namespace and save the scripts inside a folder with the name Editor.

If for some reason you must use the editor scripting API outside an Editor folder, remember to use the directives #if and #endif with the UNITY_EDITOR conditional compilation symbol to exclude that part of the code in the video game build.

If you plan to create a custom tool in your project, always consider these two things:

  • When you design a tool, always consider the user for whom you are building the tool and involve them in the design and creation process. If your tool requires a custom GUI, creating mockups is always a good alternative to get an idea of the final result. Remember, there is nothing worse than a tool that is not easy to use and doesn't solve the specific problem.
  • Always evaluate the cost of creating the tool and the time you want to invest in that. Ensure that the time and resources you spend creating the tool itself to save more time and resources later during development.

In the next chapter, we will continue working on the Level Creator, integrating the use of gizmos to display a grid meant to be used as guides in our tool.

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