Beginning unity editor scripting : (Record no. 91607)

MARC details
000 -LEADER
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
Holdings
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
  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
An institution deemed to be a University Estd. Vide Sec.3 of the UGC
Act,1956 under notification # F.12-23/63.U-2 of Jun 18,1964

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