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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

Improving the import pipeline


It is possible to change the default settings Unity applies for all the assets added to the project and also, depending on your creativity and the pipeline you want to build, you can use different import settings for the asset based on filename, location, and so on.

Overwriting the background and level piece assets settings

Do you remember the asset we dropped into the project to test the script we created in the last section? Let's check its properties in the inspector:

Tip

When you create a new project and select the option 2D or 3D, it tells Unity how to deal with the assets imported, in this case, for example, the project uses 2D so all the images are imported as Sprites instead of textures.

One thing that all projects should have is a file naming and folder structure convention; it makes things more organized and is really important if you have other people working with you. If a texture is dropped in Assets/Art/Bg, we are going to assume the texture is a background...

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