Summary
We started this chapter by looking into what is involved in finishing and packaging the game itself with menus and important touch points if you want to stand out.
To make best use of the editor, we extended and expanded on the default views that the Unity gives us.
Through the course of this chapter, we looked at all of the capabilities that Unity gives us to make best use of these features. With these tools in hand, we can keep building our games a lot easier and customize Unity to fit our game (rather than the other way around). The editor is there to help us build our game, so why not improve it?
Several developers graciously share their editor scripts and work in open source libraries, so be sure to look around; in many cases, you don't need to start from scratch.
We covered editor customization, property drawers, custom editors, editor windows, and Gizmos. We also covered architecting the game package with screens and menus and working with saving and loading data.
In the...