Extending Unity with Editor Scripting

More Information
  • Use Gizmos to create visual aids for debugging
  • Extend the editor capabilities using custom inspectors, property and decorator drawers, editor windows, and handles
  • Save your video game data in a persistent way using scriptable objects
  • Improve the look and feel of your custom tools using GUIStyles and GUISkins
  • Configure and control the asset import pipeline
  • Improve the build creation pipeline
  • Distribute the custom tools in your team or publish them in the Asset Store

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.

  • Acquire a good understanding of extending Unity’s editor capabilities for a platformer game by using Gizmos, custom inspectors, editor windows, scriptable objects, and more
  • Learn to configure and get control over your asset import pipeline using asset preprocessors
  • A step-by-step, comprehensible guide to creating and customizing a build pipeline that fits the necessities of your video game development team
Page Count 268
Course Length 8 hours 2 minutes
ISBN 9781785281853
Date Of Publication 20 Sep 2015


Angelo Tadres

Angelo Tadres is a Chilean software engineer, living the dream of working in the mobile video game industry.

Hailing from Santiago, Chile, he began his career doing research and development for video games and applications that are designed to assist the blind and visually impaired with their orientation and mobility skills. After passing quickly through the telecommunications industry—working with value-added services and mobile applications—he got the opportunity to join the Santiago studio of DeNA, one of the world's largest mobile video game companies.

In 2013, Angelo was asked to move to Vancouver, Canada, to become a lead software engineer, where he helped build the fledgling Canadian studio and, in particular, championed Unity 3D, paving the way for other teams' adoption and use.

He's known for getting things done by shooting first and asking questions later. When he is not coding and pushing content to GitHub, you'll find him playing table tennis with his friends or running along the sea wall. To know more about him, visit his website at http://angelotadres.com/.