Game Development Reference
In-Depth Information
Summary
As we look to make best use of the editor, we look to extend and expand on the default
views that Unity gives us.
Through the course of this chapter, we looked at all of the capabilities that Unity gives us
to make best use of these features. With these tools in hand, we can make building our
games a lot easier and customize Unity to fit our game (rather than the other way a round).
The editor is there to help us build our game, so why not improve it.
Several developers graciously share their editor scripts and work in open source libraries,
so be sure to look around; you don't need to start from scratch.
We also looked into what is involved in finishing and packaging the game itself with menus
and important touch points if you want to stand out.
We covered editor customization, property drawers, custom editors, editor windows, and
Gizmos. We also covered architecting the game package with screens and menus and work-
ing with saving and loading data.
In the next chapter, we look at packaging the game on to several platforms and extending
our game out on to the platform itself and providing platform-specific features either in the
game or beyond.
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