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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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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

Overview


A Scriptable Object is a Unity special object type that doesn't need to be attached to a game object on a scene to exist, because it can be saved as an asset in the project. This class is used as a base for most of the special editor classes that we saw in the previous chapters, such as the Editor and EditorWindow class. However, the principal use for that in this chapter is to going to be saving data in a persistent way.

In some scenarios, this has benefits over using XML, JSON, or plain text files because Unity will handle all the serializing and parsing for you without the necessity of a custom parser or third-party tool.

When you create tools for game designers, you may want to allow them to experiment with values that affect how the video game behaves.

In this chapter, you will learn how to use Scriptable Objects to store data and make it persist in the Play mode.

Defining the chapter goals

In this chapter, we will use Scriptable Objects to allow game designers to tweak level settings...

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