Beginning unity editor scripting : (Record no. 91607)
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000 -LEADER | |
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fixed length control field | 02293nam a22002057a 4500 |
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION | |
fixed length control field | 240123b2022 |||||||| |||| 00| 0 eng d |
020 ## - INTERNATIONAL STANDARD BOOK NUMBER | |
International Standard Book Number | 9781484284568 |
082 ## - DEWEY DECIMAL CLASSIFICATION NUMBER | |
Classification number | 794.815 KOK-B |
100 ## - MAIN ENTRY--PERSONAL NAME | |
Personal name | Kok, Benny |
245 ## - TITLE STATEMENT | |
Title | Beginning unity editor scripting : |
Remainder of title | creating and publish your game tools / |
Statement of responsibility, etc. | Benny Kok |
260 ## - PUBLICATION, DISTRIBUTION, ETC. (IMPRINT) | |
Place of publication, distribution, etc. | New York |
Name of publisher, distributor, etc. | Springer Science Business Media |
Date of publication, distribution, etc. | 2022 |
300 ## - PHYSICAL DESCRIPTION | |
Extent | 263p. |
500 ## - GENERAL NOTE | |
General note | 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. You will: 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<br/> |
650 ## - SUBJECT ADDED ENTRY--TOPICAL TERM | |
Topical term or geographic name as entry element | Computer Science, general |
650 ## - SUBJECT ADDED ENTRY--TOPICAL TERM | |
Topical term or geographic name as entry element | Game Development |
650 ## - SUBJECT ADDED ENTRY--TOPICAL TERM | |
Topical term or geographic name as entry element | Microsoft and .NET |
650 ## - SUBJECT ADDED ENTRY--TOPICAL TERM | |
Topical term or geographic name as entry element | Mobile Computing |
650 ## - SUBJECT ADDED ENTRY--TOPICAL TERM | |
Topical term or geographic name as entry element | Professional Computing |
650 ## - SUBJECT ADDED ENTRY--TOPICAL TERM | |
Topical term or geographic name as entry element | Programming Techniques |
952 ## - LOCATION AND ITEM INFORMATION (KOHA) | |
Withdrawn status |
Lost status | Source of classification or shelving scheme | Damaged status | Not for loan | Collection code | Home library | Current library | Shelving location | Date acquired | Total Checkouts | Full call number | Barcode | Date last seen | Date last checked out | Price effective from | Koha item type |
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Dewey Decimal Classification | 003-007 | BITS Pilani Hyderabad | BITS Pilani Hyderabad | General Stack (For lending) | 23/01/2024 | 1 | 794.815 KOK-B | 47899 | 02/08/2024 | 13/05/2024 | 23/01/2024 | Books |