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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

Sharing code using Git submodules

Using packages to share code across different projects has a few problems. These are hard to maintain because any change means a new package must be generated and distributed manually across the team.

Collaboration is not easy because fixes to bugs in the implementation are not necessarily shared across the team, unless you invest time to manually share the packages with updates. This is not good, as it requires extra management.

The good news is that we can address this situation using Git submodules as we started using Git in the previous chapter.

With submodules, you can maintain a Git repository as a subdirectory of another Git repository. This lets you clone another repository with a specific tool into your project and keep your commits separate.

In this section, we will make the AppBuilder tool a submodule used by Run & Jump.

Creating a submodule

We need to create a Git repository inside the AppBuilder project that only contains the files and folders...

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