官术网_书友最值得收藏!

Summary

In this chapter, we introduced you to the editor scripting API and also the project that we will use in this book.

With editor scripts, we were able to customize how Unity works and customize the workflow based on our specific requirements.

When you work with editor scripts, remember to use the UnityEditor namespace and save the scripts inside a folder with the name Editor.

If for some reason you must use the editor scripting API outside an Editor folder, remember to use the directives #if and #endif with the UNITY_EDITOR conditional compilation symbol to exclude that part of the code in the video game build.

If you plan to create a custom tool in your project, always consider these two things:

  • When you design a tool, always consider the user for whom you are building the tool and involve them in the design and creation process. If your tool requires a custom GUI, creating mockups is always a good alternative to get an idea of the final result. Remember, there is nothing worse than a tool that is not easy to use and doesn't solve the specific problem.
  • Always evaluate the cost of creating the tool and the time you want to invest in that. Ensure that the time and resources you spend creating the tool itself to save more time and resources later during development.

In the next chapter, we will continue working on the Level Creator, integrating the use of gizmos to display a grid meant to be used as guides in our tool.

主站蜘蛛池模板: 墨江| 浮梁县| 大同县| 隆尧县| 浦城县| 青神县| 高台县| 丹寨县| 德安县| 和静县| 阜南县| 运城市| 郯城县| 莱西市| 清苑县| 台前县| 镇巴县| 桦甸市| 寿光市| 永仁县| 张北县| 万山特区| 营口市| 上栗县| 宁海县| 兴山县| 恩平市| 黔江区| 迭部县| 九龙城区| 靖州| 平陆县| 长白| 屏边| 尖扎县| 文山县| 马公市| 张掖市| 桂阳县| 新乡县| 阳谷县|