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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

Interacting with external scripts


In this section, you will learn how to call bash scripts from Unity and how to integrate this to our pipeline.

Note

The examples here are using bash scripts (OS X). You can extend these to be used on Windows by your own

Displaying the build information in the video game

We will add a tiny text in the title screen containing two things:

  • Hash: This corresponds to the commit used to create the build

  • Date: This corresponds to the date on which the build is created

This information, which we will call the build info, will be updated every time you create a new build.

If you start the game in the Title scene, you will see a little text Build Info in the top-left corner

Let's replace this text. First, create a new script called BuildInfo.Autogenerated.cs inside Tools/AppBuilder/Scripts and add the following code:

namespace AppBuilder {	
  public class BuildInfo {
    public const string Hash = "";
    public const string Date = "";
  }
}

Now, open the TitleScene.cs script...

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