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Beschreibung
Learn about editor scripting in Unity, including different possible methods of editor customization to fit your custom game workflow or even to create assets that could be published on the Asset Store to earn a passive income. The knowledge of editor scripting, although rarely covered in books, gives a game developer insight into how things work in Unity under the hood, which you can leverage to create custom tools that empower your unique game idea.
This book starts with the very basics of editor scripting in Unity, such as using built-in attributes to customize your component¿s editor and creating custom editors and windows with IMGUI and UI Toolkit. Next, we move to a general use case example by creating an object spawner EditorTool for the scene view. Later, we dive straight to in-depth stats and detailed case studies of two Unity assets: ProArray and Rhythm Game Starter. Here yoüll get more context on how editor scripting is used in published assets.
You will also learn how to set up a better workflow for editor scripting, asset publishing, maintenance, and iterative updates. You will leverage the power of modern web technology to build a documentation site with GitBook and DocFX. Finally, you will see some tips and tricks for automating asset versioning and changelogs.
What You Will Learn
Get started with Editor scripting in Unity
Work with advanced editor topics such as custom EditorWindows and EditorTool
Structure your C# code with namespaces and asmdef
Use IMGUI and UI Toolkit for creating editor GUIs
Master packaging and selling your own editor tools
Set up a better workflow for asset publishing, maintenance, and iterative updates
Who This Book Is For
Readers who want to learn about editor scripting to improve their game-development process and create tools forthemselves. Moderate experience with C# and a fundamental knowledge of Unity is expected.
This book starts with the very basics of editor scripting in Unity, such as using built-in attributes to customize your component¿s editor and creating custom editors and windows with IMGUI and UI Toolkit. Next, we move to a general use case example by creating an object spawner EditorTool for the scene view. Later, we dive straight to in-depth stats and detailed case studies of two Unity assets: ProArray and Rhythm Game Starter. Here yoüll get more context on how editor scripting is used in published assets.
You will also learn how to set up a better workflow for editor scripting, asset publishing, maintenance, and iterative updates. You will leverage the power of modern web technology to build a documentation site with GitBook and DocFX. Finally, you will see some tips and tricks for automating asset versioning and changelogs.
What You Will Learn
Get started with Editor scripting in Unity
Work with advanced editor topics such as custom EditorWindows and EditorTool
Structure your C# code with namespaces and asmdef
Use IMGUI and UI Toolkit for creating editor GUIs
Master packaging and selling your own editor tools
Set up a better workflow for asset publishing, maintenance, and iterative updates
Who This Book Is For
Readers who want to learn about editor scripting to improve their game-development process and create tools forthemselves. Moderate experience with C# and a fundamental knowledge of Unity is expected.
Learn about editor scripting in Unity, including different possible methods of editor customization to fit your custom game workflow or even to create assets that could be published on the Asset Store to earn a passive income. The knowledge of editor scripting, although rarely covered in books, gives a game developer insight into how things work in Unity under the hood, which you can leverage to create custom tools that empower your unique game idea.
This book starts with the very basics of editor scripting in Unity, such as using built-in attributes to customize your component¿s editor and creating custom editors and windows with IMGUI and UI Toolkit. Next, we move to a general use case example by creating an object spawner EditorTool for the scene view. Later, we dive straight to in-depth stats and detailed case studies of two Unity assets: ProArray and Rhythm Game Starter. Here yoüll get more context on how editor scripting is used in published assets.
You will also learn how to set up a better workflow for editor scripting, asset publishing, maintenance, and iterative updates. You will leverage the power of modern web technology to build a documentation site with GitBook and DocFX. Finally, you will see some tips and tricks for automating asset versioning and changelogs.
What You Will Learn
Get started with Editor scripting in Unity
Work with advanced editor topics such as custom EditorWindows and EditorTool
Structure your C# code with namespaces and asmdef
Use IMGUI and UI Toolkit for creating editor GUIs
Master packaging and selling your own editor tools
Set up a better workflow for asset publishing, maintenance, and iterative updates
Who This Book Is For
Readers who want to learn about editor scripting to improve their game-development process and create tools forthemselves. Moderate experience with C# and a fundamental knowledge of Unity is expected.
This book starts with the very basics of editor scripting in Unity, such as using built-in attributes to customize your component¿s editor and creating custom editors and windows with IMGUI and UI Toolkit. Next, we move to a general use case example by creating an object spawner EditorTool for the scene view. Later, we dive straight to in-depth stats and detailed case studies of two Unity assets: ProArray and Rhythm Game Starter. Here yoüll get more context on how editor scripting is used in published assets.
You will also learn how to set up a better workflow for editor scripting, asset publishing, maintenance, and iterative updates. You will leverage the power of modern web technology to build a documentation site with GitBook and DocFX. Finally, you will see some tips and tricks for automating asset versioning and changelogs.
What You Will Learn
Get started with Editor scripting in Unity
Work with advanced editor topics such as custom EditorWindows and EditorTool
Structure your C# code with namespaces and asmdef
Use IMGUI and UI Toolkit for creating editor GUIs
Master packaging and selling your own editor tools
Set up a better workflow for asset publishing, maintenance, and iterative updates
Who This Book Is For
Readers who want to learn about editor scripting to improve their game-development process and create tools forthemselves. Moderate experience with C# and a fundamental knowledge of Unity is expected.
Über den Autor
BennyKok is primarily a Unity asset publisher, indie game developer, and music producer. He is a creative individual who loves creating tools for Unity and published ProArray and Rhythm Game Starter on the Unity Asset Store. He also dedicates his time to sharing open-source Unity tools on GitHub for the community.
Zusammenfassung
Shows the entire asset-creation and publishing process
Covers basic to advanced scripting techniques in Unity editor
Contains in-depth case-studies and examples from two published Unity assets
Inhaltsverzeichnis
Chapter 1: Introduction.- Chapter 2: Customize Editor with Attributes and Callbacks.- Chapter 3: Custom Editor with IMGUI.- Chapter 4: Custom Editor with UI Toolkit.- Chapter 5: Object Spawner Tool Using EditorTool and ScriptableObject- Chapter 6: Case Study: ProArray.- Chapter 7: . Case Study: Rhythm Game Starter.- Chapter 8: Asset Workflow for Publishing.- Chapter 9: Package Distribution and Publishing.- Chapter 10: Conclusion.
Details
Erscheinungsjahr: | 2021 |
---|---|
Genre: | Informatik |
Rubrik: | Naturwissenschaften & Technik |
Medium: | Taschenbuch |
Inhalt: |
xvii
263 S. 259 s/w Illustr. 263 p. 259 illus. |
ISBN-13: | 9781484271667 |
ISBN-10: | 1484271661 |
Sprache: | Englisch |
Ausstattung / Beilage: | Paperback |
Einband: | Kartoniert / Broschiert |
Autor: | Kok, Benny |
Auflage: | 1st ed. |
Hersteller: |
Apress
Apress L.P. |
Maße: | 235 x 155 x 16 mm |
Von/Mit: | Benny Kok |
Erscheinungsdatum: | 21.07.2021 |
Gewicht: | 0,435 kg |
Über den Autor
BennyKok is primarily a Unity asset publisher, indie game developer, and music producer. He is a creative individual who loves creating tools for Unity and published ProArray and Rhythm Game Starter on the Unity Asset Store. He also dedicates his time to sharing open-source Unity tools on GitHub for the community.
Zusammenfassung
Shows the entire asset-creation and publishing process
Covers basic to advanced scripting techniques in Unity editor
Contains in-depth case-studies and examples from two published Unity assets
Inhaltsverzeichnis
Chapter 1: Introduction.- Chapter 2: Customize Editor with Attributes and Callbacks.- Chapter 3: Custom Editor with IMGUI.- Chapter 4: Custom Editor with UI Toolkit.- Chapter 5: Object Spawner Tool Using EditorTool and ScriptableObject- Chapter 6: Case Study: ProArray.- Chapter 7: . Case Study: Rhythm Game Starter.- Chapter 8: Asset Workflow for Publishing.- Chapter 9: Package Distribution and Publishing.- Chapter 10: Conclusion.
Details
Erscheinungsjahr: | 2021 |
---|---|
Genre: | Informatik |
Rubrik: | Naturwissenschaften & Technik |
Medium: | Taschenbuch |
Inhalt: |
xvii
263 S. 259 s/w Illustr. 263 p. 259 illus. |
ISBN-13: | 9781484271667 |
ISBN-10: | 1484271661 |
Sprache: | Englisch |
Ausstattung / Beilage: | Paperback |
Einband: | Kartoniert / Broschiert |
Autor: | Kok, Benny |
Auflage: | 1st ed. |
Hersteller: |
Apress
Apress L.P. |
Maße: | 235 x 155 x 16 mm |
Von/Mit: | Benny Kok |
Erscheinungsdatum: | 21.07.2021 |
Gewicht: | 0,435 kg |
Warnhinweis