Beginning Unity Editor Scripting: Create and Publish Your Game Tools
Kok, Benny
- 出版商: Apress
- 出版日期: 2021-07-21
- 售價: $2,320
- 貴賓價: 9.5 折 $2,204
- 語言: 英文
- 頁數: 263
- 裝訂: Quality Paper - also called trade paper
- ISBN: 1484271661
- ISBN-13: 9781484271667
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相關分類:
遊戲引擎 Game-engine
海外代購書籍(需單獨結帳)
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相關主題
商品描述
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 you'll 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 for themselves. Moderate experience with C# and a fundamental knowledge of Unity is expected.
商品描述(中文翻譯)
在Unity中學習編輯器腳本,包括不同的編輯器自定義方法,以適應自定義遊戲工作流程,甚至創建可以在資產商店上發布以獲取被動收入的資產。編輯器腳本的知識,雖然在書籍中很少涉及,但可以讓遊戲開發者深入了解Unity的內部運作方式,並利用這些知識創建自定義工具,增強獨特的遊戲理念。
本書從Unity編輯器腳本的基礎知識開始,例如使用內置屬性自定義組件編輯器,以及使用IMGUI和UI Toolkit創建自定義編輯器和窗口。接下來,我們通過創建一個場景視圖的物體生成器EditorTool來介紹一個常見的使用案例。然後,我們深入研究了兩個Unity資產的詳細統計數據和案例研究:ProArray和Rhythm Game Starter。在這裡,您將更多了解編輯器腳本在發布的資產中的應用情況。
您還將學習如何建立更好的編輯器腳本工作流程,資產發布、維護和迭代更新。您將利用現代網絡技術使用GitBook和DocFX構建文檔站點。最後,您將了解一些自動化資產版本控制和變更日誌的技巧和訣竅。
您將學到什麼
- 開始使用Unity的編輯器腳本
- 使用高級編輯器主題,如自定義EditorWindows和EditorTool
- 使用命名空間和asmdef結構化您的C#代碼
- 使用IMGUI和UI Toolkit創建編輯器GUI
- 掌握打包和銷售自己的編輯器工具
- 建立更好的資產發布、維護和迭代更新工作流程
本書適合對象
希望通過編輯器腳本改進遊戲開發流程並為自己創建工具的讀者。預期具有C#的中等經驗和對Unity的基本知識。
作者簡介
作者簡介(中文翻譯)
BennyKok主要是一位Unity資產發行商、獨立遊戲開發者和音樂製作人。他是一位富有創造力的個體,熱愛為Unity創建工具,並在Unity資產商店上發布了ProArray和Rhythm Game Starter。他還將自己的時間奉獻給在GitHub上分享開源的Unity工具,以造福社群。