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Extending Unity with Editor Scripting

You're reading from  Extending Unity with Editor Scripting

Product type Book
Published in Sep 2015
Publisher
ISBN-13 9781785281853
Pages 268 pages
Edition 1st Edition
Languages

Table of Contents (18) Chapters

Extending Unity with Editor Scripting
Credits
Foreword
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. Getting Started with Editor Scripting 2. Using Gizmos in the Scene View 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

Automating the BuildPipeline class


The Build Pipeline varies depending on the project, but the core remains the same. You execute a few tasks before you create a build (or several ones), and then you do something with them.

We will start with the basics, generating a build using editor scripting and then creating several ones for different platforms with just one click.

Adjusting the player settings

Usually, before creating a build in Unity, you navigate to File | Build Settings… and click on Player Settings in the window that appears:

This will display all the properties that you can set for your build in the Inspector window, such as Company name, Application name, version, and so on:

We can access and set all these parameters using the PlayerSettings class, which is part of the UnityEditor namespace.

Create a new script called BuildSettings.cs inside Tools/AppBuilder/Editor and copy the following code into the script:

using UnityEditor;

namespace AppBuilder {
  public class BuildSettings {...
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