Sign In Start Free Trial
Account

Add to playlist

Create a Playlist

Modal Close icon
You need to login to use this feature.
  • Extending Unity with Editor Scripting
  • Toc
  • feedback
Extending Unity with Editor Scripting

Extending Unity with Editor Scripting

By : Angelo R Tadres Bustamante
4.7 (7)
close
Extending Unity with Editor Scripting

Extending Unity with Editor Scripting

4.7 (7)
By: Angelo R Tadres Bustamante

Overview of this book

One of Unity's most powerful features is the extensible editor it has. With editor scripting, it is possible to extend or create functionalities to make video game development easier. For a Unity developer, this is an important topic to know and understand because adapting Unity editor scripting to video games saves a great deal of time and resources. This book is designed to cover all the basic concepts of Unity editor scripting using a functional platformer video game that requires workflow improvement. You will commence with the basics of editor scripting, exploring its implementation with the help of an example project, a level editor, before moving on to the usage of visual cues for debugging with Gizmos in the scene view. Next, you will learn how to create custom inspectors and editor windows and implement custom GUI. Furthermore, you will discover how to change the look and feel of the editor using editor GUIStyles and editor GUISkins. You will then explore the usage of editor scripting in order to improve the development pipeline of a video game in Unity by designing ad hoc editor tools, customizing the way the editor imports assets, and getting control over the build creation process. Step by step, you will use and learn all the key concepts while creating and developing a pipeline for a simple platform video game. As a bonus, the final chapter will help you to understand how to share content in the Asset Store that shows the creation of custom tools as a possible new business. By the end of the book, you will easily be able to extend all the concepts to other projects.
Table of Contents (12 chapters)
close
11
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...

Unlock full access

Continue reading for free

A Packt free trial gives you instant online access to our library of over 7000 practical eBooks and videos, constantly updated with the latest in tech
bookmark search playlist font-size

Change the font size

margin-width

Change margin width

day-mode

Change background colour

Close icon Search
Country selected

Close icon Your notes and bookmarks

Delete Bookmark

Modal Close icon
Are you sure you want to delete it?
Cancel
Yes, Delete