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  • © 2021

Beginning Unity Editor Scripting

Create and Publish Your Game Tools

Apress

Authors:

  • Shows the entire asset-creation and publishing process
  • Covers basic to advanced scripting techniques in Unity editor
  • Contains in-depth case-studies and examples from two published Unity assets
  • 8418 Accesses

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eBook USD 49.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book USD 64.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

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Table of contents (10 chapters)

  1. Front Matter

    Pages i-xvii
  2. Getting Started

    • Benny Kok
    Pages 1-12
  3. Custom Editor with IMGUI

    • Benny Kok
    Pages 29-69
  4. Custom Editor with UI Toolkit

    • Benny Kok
    Pages 71-110
  5. Case Study: ProArray

    • Benny Kok
    Pages 135-156
  6. Case Study: Rhythm Game Starter

    • Benny Kok
    Pages 157-181
  7. Asset Workflow for Publishing

    • Benny Kok
    Pages 183-224
  8. Package Distribution and Publishing

    • Benny Kok
    Pages 225-253
  9. Conclusion

    • Benny Kok
    Pages 255-258
  10. Back Matter

    Pages 259-263

About this book

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 forthemselves. Moderate experience with C# and a fundamental knowledge of Unity is expected.





Authors and Affiliations

  • Hong Kong, China

    Benny Kok

About the author

BennyKok is primarily a Unity asset publisher, indie game developer, and music producer. He is a creative individual who loves creating tools for Unity and published ProArray and Rhythm Game Starter on the Unity Asset Store. He also dedicates his time to sharing open-source Unity tools on GitHub for the community.

Bibliographic Information

Buy it now

Buying options

eBook USD 49.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book USD 64.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Other ways to access