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Titlebook: Beginning Unity Editor Scripting; Create and Publish Y Benny Kok Book 2021 Benny Kok 2021 Unity.Unity Editor.Scripting.Game Tools.Custom to

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发表于 2025-3-21 19:34:11 | 显示全部楼层 |阅读模式
期刊全称Beginning Unity Editor Scripting
期刊简称Create and Publish Y
影响因子2023Benny Kok
视频video
发行地址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
图书封面Titlebook: Beginning Unity Editor Scripting; Create and Publish Y Benny Kok Book 2021 Benny Kok 2021 Unity.Unity Editor.Scripting.Game Tools.Custom to
影响因子.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 a
Pindex Book 2021
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发表于 2025-3-21 21:42:27 | 显示全部楼层
发表于 2025-3-22 01:05:31 | 显示全部楼层
https://doi.org/10.1007/978-3-531-92441-0lease analysis. Interestingly, this is my best-selling asset, compared to ProArray. The overall time taken for the first release was pretty short, and I will talk more about it in the following sections.
发表于 2025-3-22 08:34:21 | 显示全部楼层
Leitthesen und zentrale Fragestellung you through installing . on your local machine and setting it up with your Unity projects in various ways. I will also cover basic ways of using Git commands and Git GUI clients to commit and push to a remote repository.
发表于 2025-3-22 10:50:41 | 显示全部楼层
Getting Started,y is one of the most popular 3D/2D cross-platform game engines in the game development market, and it is the foundation of many successful mobile, desktop, and even console game titles that you might have come across.
发表于 2025-3-22 16:13:27 | 显示全部楼层
发表于 2025-3-22 17:45:55 | 显示全部楼层
Case Study: Rhythm Game Starter,lease analysis. Interestingly, this is my best-selling asset, compared to ProArray. The overall time taken for the first release was pretty short, and I will talk more about it in the following sections.
发表于 2025-3-22 21:57:26 | 显示全部楼层
Asset Workflow for Publishing, you through installing . on your local machine and setting it up with your Unity projects in various ways. I will also cover basic ways of using Git commands and Git GUI clients to commit and push to a remote repository.
发表于 2025-3-23 02:20:39 | 显示全部楼层
https://doi.org/10.1007/978-1-4842-7167-4Unity; Unity Editor; Scripting; Game Tools; Custom tools; Unity Cloud Build; Game development; Tool develop
发表于 2025-3-23 05:41:05 | 显示全部楼层
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