Gry
Książki zebrane w kategorii Gry to nie tylko przewodniki po wirtualnych światach czy grach, ale pozycje przydatne twórcom gier. Nawet doświadczony programista znajdzie przydatne dla niego pozycje np. poświęcone bibliotece OpenGL, czy DirectX.
W tej kategorii znajdziecie publikacje wprowadzające w świat tworzenia gier, od zagadnień teoretycznych, przez wykorzystanie grafiki3D, animacji, fizyki czy matematyki, nie zapominając o sztucznej inteligencji tak potrzebnej w grach, aż po techniki programistyczne związane z konkretnymi językami programowania takim jak C++, VBA, Java.
David Horachek
This book is an easy-to-follow guide that incrementally develops the game framework and missions, step-by-step, with each chapter. Extensive source code is provided and explained in detail to support and explain each of the concepts in the book. This book is intended for novice game programmers with a little experience in Unity3D, who want to learn how to program eLearning games. Educators and trainers who want to use Unity in an eLearning setting will also benefit from the book. It would be helpful to have a basic understanding of the concepts such as Unity scripting and the Finite State Machine (FSM), but no prior experience in game development is required.
David Horachek
This book is an easy-to-follow guide that incrementally develops the game framework and missions, step-by-step, with each chapter. Extensive source code is provided and explained in detail to support and explain each of the concepts in the book. This book is intended for novice game programmers with a little experience in Unity3D, who want to learn how to program eLearning games. Educators and trainers who want to use Unity in an eLearning setting will also benefit from the book. It would be helpful to have a basic understanding of the concepts such as Unity scripting and the Finite State Machine (FSM), but no prior experience in game development is required.
Michael Haungs
This book is for coding students and Java programmers of all levels interested in building engaging, interactive applications with Greenfoot. Familiarity with the very basics of Greenfoot is assumed.
Vishu Aggarwal
Visual effects and motion graphics are everywhere, shaping the film, TV, games, websites, and application landscape. Navigating a field this complex and ever-expanding demands more than mere familiarity with tools; you need to stand out to get ahead. Creative Motion Mastery with Adobe After Effects is the definitive guide that not only equips you with the essential skills to distinguish yourself, but also takes you through real projects that you can add to your portfolio.Guided by a hands-on learning approach, you'll master the UI, workflow, and diverse projects such as text animation, shape layers, and rotoscoping. With this newfound knowledge, you’ll take your graphic design and post-production skills to the next level using chroma keying, particle simulations, and 2D and 3D tracking. You’ll progress faster than someone taking a formal course in Adobe After Effects! And it’s not all about creating; you’ll import graphics from Illustrator and Photoshop and apply post-production effects to give them a new life. Finally, you’ll discover how seamlessly you can export and manage your projects, ensuring end-to-end coverage of all you need.By the end of the book, you’ll have a thorough understanding of Adobe After Effects, equipped with the skills and practice you need to propel your career in graphic design.
Sean P Tracy, Paul Reindell
CryENGINE is a complete game development environment used by AAA game development studio Crytek to produce blockbuster games such as Crysis 1, 2 and 3. This complete Beginner's Guide takes the would be game developer through the steps required to create a game world complete with event scripting, user interface and 3D environment in the free CryENGINE SDK. Learn to create game worlds with the CryENGINE 3 Sandbox, the tool used to create AAA games like the soon to be released Crysis 3. Follow straightforward examples to sculpt the terrain, place vegetation, set up lighting, create game sounds, script with Lua and code with C++. Learn to navigate the interface within the CryENGINE 3 Sandbox, the tool used to create AAA games like Crysis 1 and 2, as well as the soon to be released Crysis 3. Learn to create your own worlds by following straight forward examples to sculpt the terrain, place vegetation, set up lighting, create game sounds, and script with the Lua language. The book covers all beginner aspects of game development including an introduction to C++ for non- coders.
Chris Goodswen, Riham Toulan, Sam Howels
CRYENGINE is a game engine developed by Crytek for PC, Playstation, Xbox, Android, and iOS. It can be used to create AAA games, movies, high-quality simulations, and interactive applications. It is most popularly used for game development.In this book, you will start off by exploring the CRYENGINE “Blank” Game Starter-kit, creating a completely playable character from scratch and controlling its movement. You will learn how to implement a weapon and ammo class, and will create complete “start” and “end” game menus using Scaleform and C++.Additionally, you will learn some key texturing techniques for PBR and how to create and bake maps to the lowpoly model. You will also explore how to get a static model from Maya and shaders setbup in the SDK to check the textures during creation, and create all the necessary engine files to export and see the game character's animations in your engine.In the final third of the book, you will learn how to create objectives, set up saved games, layer on audio polish to help immerse the player in the experience, and debug game issues.
Ankur Shah
This book takes a tutorial approach and each chapter contains step-wise instructions to perform specific tasks. This book is for Linux/Unix System Administrators interested in designing and setting up a CUPS network and provides enough knowledge to understand how the technology works, make decisions about deployment, and then implement a stable work environment. No knowledge in CUPS is required but readers need to be comfortable with working in the Linux/Unix environment. On the whole, readers should have basic knowledge of the Linux environment.
Walter Rocchi
Cybercriminals are incessantly coming up with new ways to compromise online systems and wreak havoc, creating an ever-growing need for cybersecurity practitioners in every organization across the globe who understand international security standards, such as the ISO27k family of standards.If you’re looking to ensure that your company's data conforms to these standards, Cybersecurity and Privacy Law Handbook has got you covered. It'll not only equip you with the rudiments of cybersecurity but also guide you through privacy laws and explain how you can ensure compliance to protect yourself from cybercrime and avoid the hefty fines imposed for non-compliance with standards.Assuming that you're new to the field, this book starts by introducing cybersecurity frameworks and concepts used throughout the chapters. You'll understand why privacy is paramount and how to find the security gaps in your company's systems. There's a practical element to the book as well—you'll prepare policies and procedures to prevent your company from being breached. You’ll complete your learning journey by exploring cloud security and the complex nature of privacy laws in the US.By the end of this cybersecurity book, you'll be well-placed to protect your company's data and comply with the relevant standards.
Caio Calderari
In an era marked by a growing demand for tech solutions and a shortage of skilled developers, companies grapple with hiring expenses. No-code tools offer a faster, more affordable software development alternative. Leading this no-code revolution is Bubble, enabling newcomers to construct impressive web applications in a matter of weeks if not days.Written by Caio Calderari, a seasoned no-code expert with 17 years of experience to offers practical advice for mastering no-code application development. You'll learn to plan your app with Bubble's visual builder features and UI components and implement frontend functionalities such as customizing layouts and creating responsive user interfaces. The book covers workflow automation, database management, security best practices, and backend functionality setup and advances to span the Bubble plugin ecosystem and API integration for third-party services to improve the app's functionality. Additionally, you'll explore app testing, debugging, performance monitoring, and maintenance. From launching with a custom domain to gathering user feedback for continuous improvement and optimization of performance and scalability, you’ll learn every aspect of Bubble's app development and deployment.By the end of this book, you'll know how to bring your digital ideas to life without writing code.
Anthony Mills
Globally, 275,000 new business ventures get launched every single day, and ninety percent of them fail. One of the most fundamental reasons for that is that they don’t solve a real market problem that a real market population has, in a way that resonates with that market and sells their solution. Consequently, they struggle to gain traction and attain scale.In this book, you’ll learn what business models are. Additionally, you’ll find out what business model innovation is and, ultimately, how to use Design Thinking to identify not just a winning value proposition but also bring that value proposition to the market in a way that resonates with customers. In doing so, you’ll be able to unlock maximum value for your business, allowing it to attain maximum scale through growing waves of adopters.By the end of this book, you’ll understand what you need to do to uncover your target markets’ ‘reason to buy’, as well as how to wrap a winning business model around that reason so that your business can gain traction and achieve scale.
Justin Stenning
This is a practical cookbook that dives into the various methods of programming graphics with a focus on games. It is a perfect package of all the innovative and up-to-date 3D rendering techniques supported by numerous illustrations, strong sample code, and concise explanations. Direct3D Rendering Cookbook is for C# .NET developers who want to learn the advanced rendering techniques made possible with DirectX 11.2. It is expected that the reader has at least a cursory knowledge of graphics programming, and although some knowledge of Direct3D 10+ is helpful, it is not necessary. An understanding of vector and matrix algebra is required.
Doktryna jakości. Rzecz o turkusowej samoorganizacji. Wydanie III
Andrzej Jacek Blikle
Doktryna jakości Andrzeja J. Bliklego to projekt rozpisany na lata. Autor, profesor matematyki i dyplomowany mistrz cukierniczy, przez dwie dekady kierował firmą, której nazwę zna chyba każdy Polak. Równocześnie pracował nad swoim opus magnum. Wciąż nad nim pracuje. Książka ta bowiem zmienia się zgodnie z tym, jaką ścieżką podąża myślenie o zarządzaniu jakością nie tylko w naszym kraju, ale przede wszystkim na świecie. Andrzej J. Blikle wychodzi z założenia, że nie może być mowy o skutecznym zarządzaniu bez położenia nacisku na jakość produktu i usługi, jakie się proponuje klientowi. Co więcej, nie ma mowy o wysokiej jakości bez dobrych, równorzędnych relacji w pracy. Stąd w kolejnym wydaniu swojej książki tak silny nacisk kładzie na zarządzanie turkusowe, czyli swego rodzaju partnerską demokrację - wolność, zaufanie, partnerstwo i współpracę wewnątrz organizacji. Połączenie doświadczeń praktycznych z wiedzą teoretyczną dało rezultat, który może satysfakcjonować zarówno praktyków, jak i teoretyków, a także wszystkich, którzy chcą poznać tajniki skutecznego, efektywnego zarządzania przedsiębiorstwem czy też pogłębiać wiedzę na ten temat. Autor w atrakcyjnej, przystępnej formie narracyjnej kompleksowo przedstawia zawiłości zarządzania przedsiębiorstwem, wskazując na źródła sukcesu, ale i na przyczyny, podłoże porażek. Przedstawia przy tym te kwestie w ujęciu interdyscyplinarnym, co sprzyja wnikliwości wywodów i pogłębionym refleksjom. Elżbieta Mączyńska, Szkoła Główna Handlowa w Warszawie, fragment recenzji Gospodarka nadmiaru versus doktryna jakości
Dotknij i przeciągnij. Projektowanie gier na ekrany dotykowe
Scott Rogers
Jednym palcem do sukcesu! Ekrany dotykowe opanowały świat. Są wygodne i intuicyjne, a ich obsługa nie sprawia żadnych problemów nawet najmłodszym użytkownikom. Jednocześnie dają one ogromne pole do popisu projektantom gier i aplikacji użytkowych. Kto nie zna największego hitu ostatnich lat - gry, której głównymi bohaterami są ptaki? Ta gra wykorzystuje tylko jeden palec! Przekonaj się sam, na co zwrócić uwagę przy tworzeniu aplikacji i gier pod kątem możliwości ekranów dotykowych. Nie mogłeś trafić na lepszą pozycję poświęconą tej tematyce! W trakcie lektury dowiesz się, jak opracować interesującą i wciągającą fabułę gry, stworzyć postacie, które pokochają użytkownicy, oraz skorzystać z rzeczywistości rozszerzonej. Ponadto znajdziesz tu odpowiedzi na pytania, czy warto stosować wirtualne joysticki oraz jak wprowadzić fizykę do swoich gier. Na sam koniec dowiesz się, jak opublikować swoje dzieło w sklepach z aplikacjami dla różnych platform. Książka ta charakteryzuje się dużą dawką dobrego humoru, zawiera liczne przykłady prawdziwych aplikacji oraz wywiady z profesjonalnymi deweloperami. To idealne źródło informacji dla projektantów gier i aplikacji dla urządzeń z ekranami dotykowymi. Sięgnij po tę książkę i: znajdź źródło sukcesu popularnych gier sprawdź, jak przygotować dobrą fabułę stwórz bohaterów uwielbianych przez użytkowników wprowadź fizykę do Twojego wirtualnego świata odnieś sukces na rynku gier Twórz porywające gry na ekrany dotykowe!
Drupal 8 Configuration Management
Stefan Borchert, Anja Schirwinski
Drupal 8 Configuration Management is intended for people who use Drupal 8 to build websites, whether you are a hobbyist using Drupal for the first time, a long-time Drupal site builder, or a professional web developer.
Daniel Cox
ink is a narrative scripting language designed for use with game engines such as Unity through a plugin that provides an application programming interface (API) to help you to move between the branches of a story and access the values within it.Hands-On Dynamic Story Scripting with the ink Scripting Language begins by showing you how ink understands stories and how to write some simple branching projects. You'll then move on to advanced usage with looping structures, discovering how to use variables to set up dynamic events in a story and defining simple rules to create complex narratives for use with larger Unity projects. As you advance, you'll learn how the Unity plugin allows access to a running story through its API and explore the ways in which this can be used to move data in and out of an ink story to adapt to different interactions and forms of user input. You'll also work with three specific use cases of ink with Unity by writing a dialogue system and creating quest structures and other branching narrative patterns. Finally, this will help you to find out how ink can be used to generate procedural storytelling patterns for Unity projects using different forms of data input.By the end of this book, you will be able to move from a simple story to an intricate Unity project using ink to power complex narrative structures.
Bruce G. Macbryde
Edit Without Tears with Final Cut Pro is your essential guide to overcoming challenges in video editing using Final Cut Pro, simplifying complex procedures and workflows and providing a structured approach for efficient and impressive video editing. This book will change how you approach editing, guiding you to create professional-grade videos with ease and confidence.Throughout the book, you'll enhance your efficiency and speed, while also learning unique workflows for common tasks. The comprehensive coverage spans planning video narratives, crafting preliminary edits and refining them, improving audio quality, setting up and editing multicam sequences, leveraging the inspector's controls, and working with both built-in and third-party plugins. You’ll then advance to animating objects using keyframes, utilizing color scopes for advanced color correction, and troubleshooting common issues confidently.By the end of this Final Cut Pro book, you’ll have developed an efficient editing style, unlocking the full power of this video editing software for your creative endeavors.
Efektywne zarządzanie projektami. Wydanie VI
Robert K. Wysocki
Przejmij pełną i bezwarunkową kontrolę nad projektem Gotowy na zdroworozsądkowe podejście do zarządzania projektami? Na metodologię, którą można dopasowywać do realiów i uwarunkowań konkretnego projektu? Robert K. Wysocki wraca z nową, udoskonaloną wersją swojego klasycznego podręcznika. Sprawnie i szybko nauczy Cię wykorzystywać wszystkie dziewięć obszarów wiedzy zdefiniowanych w PMBOK®, definiować cykle i strategie zarządzania projektem, chronić projekty i w razie potrzeby planować skuteczne działania interwencyjne. Cała akcja zostanie przeprowadzona w pięciu krokach. Krok 1. Weź tę książkę do ręki i przestań w końcu szukać idealnego podręcznika. Krok 2. Przystąp do lektury i poznaj szablony oraz procesy, które powinny znaleźć się w przyborniku każdego menedżera projektów. Krok 3. Bezboleśnie naucz się posługiwać pięcioma różnymi modelami cyklu zarządzania projektem (PMLC): liniowym, stopniowym, iteracyjnym, adaptacyjnym i ekstremalnym. Krok 4. Przetraw wskazówki pomagające sprawnie przekuć teorię w praktykę. Krok 5. Zacznij bez obaw wykorzystywać w pracy kompleksową wiedzę na temat realizacji projektów zgodnie z harmonogramem i budżetem. Dr Robert K. Wysocki ma więcej niż czterdziestoletnie doświadczenie jako konsultant i trener w zakresie zarządzania projektami, menedżer systemów informatycznych, konsultant ds. zarządzania i systemów oraz szkoleniowiec. Napisał dwadzieścia książek poświęconych zarządzaniu projektami, analityce biznesowej oraz zarządzaniu systemami informatycznymi.
Gonçalo Marques, Devin Sherry, David Pereira, Hammad...
Immerse yourself in the Unreal game projects with this book, written by four highly experienced industry professionals with many years of combined experience with Unreal Engine. Elevating Game Experiences with Unreal Engine 5 will walk you through the latest version of Unreal Engine by helping you get hands-on with the game creation projects.The book starts with an introduction to the Unreal Editor and key concepts such as actors, blueprints, animations, inheritance, and player input. You'll then move on to the first of three projects, building a dodgeball game, where you'll learn the concepts of line traces, collisions, projectiles, user interface, and sound effects. You’ll also discover how to combine these concepts to showcase your new skills. The second project, a side-scroller game, will help you implement concepts such as animation blending, enemy AI, spawning objects, and collectibles. And finally, you'll cover the key concepts in creating a multiplayer environment as you work on the third project, an FPS game.By the end of this Unreal Engine book, you'll have a broad understanding of how to use the tools that the game engine provides to start building your own games.
Steven Antonio Christian, Patrick B. Thomas
Virtual reality (VR) has emerged as one of the most transformative mediums of the 21st century, finding applications in various industries, including gaming, entertainment, and education.Enhancing Virtual Reality Experiences with Unity 2022 takes you into the fascinating realm of VR, where creativity meets cutting-edge technology to bring tangible real-world applications to life. This immersive exploration not only equips you with the essential skills needed to craft captivating VR environments using Unity's powerful game engine but also offers a deeper understanding of the philosophy behind creating truly immersive experiences.Throughout the book, you’ll work with practical VR scene creation, interactive design, spatial audio, and C# programming and prepare to apply these skills to real-world projects spanning art galleries, interactive playgrounds, and beyond. To ensure your VR creations reach their full potential, the book also includes valuable tips on optimization, guaranteeing maximum immersion and impact for your VR adventures.By the end of this book, you’ll have a solid understanding of VR’s versatility and how you can leverage the Unity game engine to create groundbreaking projects.
Enterprise API Management. Design and deliver valuable business APIs
Luis Weir, Rolando Carrasco, Philip Wilkins
APIs are the cornerstone of modern, agile enterprise systems. They enable access to enterprise services from a wide variety of devices, act as a platform for innovation, and open completely new revenue streams.Enterprise API Management shows how to define the right architecture, implement the right patterns, and define the right organization model for business-driven APIs.Drawing on his experience of developing API and microservice strategies for some of the world's largest companies, Luis Weir explains how APIs deliver value across an enterprise. The book explores the architectural decisions, implementation patterns, and management practices for successful enterprise APIs, as well as providing clear, actionable advice on choosing and executing the right API strategy in your enterprise.With a relentless focus on creating business value, Luis Weir reveals an effective method for planning, building, and running business products and services with APIs.
Jorge R. López Benito, Enara Artetxe González
Augmented reality (AR) is expanding its scope from just being used in mobile and game applications to enterprise. Different industries are using AR to enhance assembly line visualization, guide operators performing difficult tasks, attract more customers, and even improve training techniques. In this book, you'll gain comprehensive insights into different aspects of developing AR-based apps for six different enterprise sectors, focusing on market needs and choosing the most suitable tool in each case.You'll delve into the basics of Unity and get familiar with Unity assets, materials, and resources, which will help you build a strong foundation for working on the different AR projects covered in the book. You'll build real-world projects for various industries such as marketing, retail, and automation in a step-by-step manner. This will give you hands-on experience in developing your own industrial AR apps. While building the projects, you'll explore various AR frameworks used in the enterprise environment such as Vuforia, EasyAR, ARCore, and ARKit, and understand how they can be used by themselves or integrated into the Unity 3D engine to create AR markers, 3D models, and components of an AR app.By the end of this book, you'll be well versed in using different commercial AR frameworks as well as Unity for building robust AR projects.
Maciej Cypryjański
Zostań profesjonalnym zawodnikiem e-sportu! Poznaj czynniki mające wpływ na sprawność e-zawodnika Dowiedz się, jak prowadzić odpowiedni trening e-gracza Naucz się dbać o kondycję i higienę prawdziwego e-sportowca E-sport to dynamicznie rozwijająca się dyscyplina w świecie komputerów i cyfrowej rozrywki. Kiedy gry komputerowe przestały być domeną garstki geeków i znalazły się na celowniku największych firm z branży IT, e-sport doczekał się prestiżowych turniejów o milionowych pulach nagród. To wydarzenia masowe, śledzone przez tysiące fanów rozgrywek, podczas których mierzą się ligi narodowe i całe rzesze profesjonalnych graczy. Skala zjawiska przyciąga m.in. producentów specjalnych urządzeń elektronicznych, chcących zaspokoić potrzeby graczy, i wielkie agencje reklamowe. Profesjonalizacji tej dziedziny towarzyszy też coraz poważniejsze podejście do kwestii treningu, odpowiedniego przygotowania fizycznego i psychicznego, a nawet właściwej diety e-sportowców. Jeśli marzysz o karierze profesjonalnego e-gracza lub po prostu interesujesz się e-sportem i chcesz poszerzyć swoją wiedzę na ten temat, sięgnij po książkę „E-sport. Optymalizacja gracza ”, która kompleksowo przedstawia możliwości i pułapki stojące przed osobami pragnącymi rozwijać się w tym kierunku. Autor tej publikacji dysponujący dużą wiedzą praktyczną, omawia tu czynniki mające wpływ na sukces zawodnika. Szczególną uwagę zwraca na sposoby przygotowywania się do rozgrywek oraz na techniki wypracowane w tradycyjnym sporcie, mogące poprawić efektywność gracza. W książce prezentowane są ćwiczenia poprawiające koncentrację, redukujące stres oraz wzmacniające organizm zawodnika. W tej pierwszej na świecie publikacji poruszającej tematykę profesjonalnego przygotowania e-sportowców znajdziesz wszystko, czego potrzeba do rozpoczęcia obiecującej kariery. Trening psychologiczny, fizyczny i mentalny w e-sporcie Znaczenie odpowiedniej higieny życia dla skuteczności e-gracza Wskazówki żywieniowe i kwestie związane z nawodnieniem Wykorzystanie doświadczeń pochodzących z tradycyjnych sportów Praktyczne ćwiczenia i porady dla e-zawodników E-sport dzisiaj i prognozy jego rozwoju w przyszłości Trenuj z głową i wyprzedź konkurencję! Maciej Cypryjański — absolwent Akademii Wychowania Fizycznego w Gorzowie Wielkopolskim i uczestnik wielu szkoleń oraz kursów sportowych. Współpracował między innymi z polskimi szczypiornistami, a obecnie jest trenerem odpowiedzialnym za przygotowanie motoryczne w niemieckich klubach piłkarskich. Jest także byłym zawodnikiem kick-boxingu oraz pasjonatem gier komputerowych. Jest związany ze sceną Counter-Strike od 2004 roku. Łączy wiedzę oraz doświadczenie zawodowe zdobyte w sportach fizycznych z zainteresowaniem e-sportem.
IT Governance Publishing, Naeem Sadiq
This book is designed to guide organizations through the process of establishing an Occupational Health and Safety Management System (OHSMS) based on ISO 45001. It begins by explaining the significance of ISO 45001 and its structure, providing a foundational understanding of the standard's importance in enhancing workplace health and safety. The book focuses on critical topics such as identifying workplace risks, determining legal and other regulatory requirements, and the importance of leadership and worker participation. Each section presents practical strategies and methodologies for building and implementing an effective OHSMS, ensuring a proactive safety culture. Through real-world examples and actionable insights, this book helps professionals navigate the complexities of ISO 45001, ensuring organizations meet compliance standards while fostering a safe and healthy work environment.
EVE Online: ISK Strategy Guide. The unofficial guide to becoming an ISK billionaire in EVE Online
Y Michael Xu
New Eden, a universe of beauty, destruction and unlimited potential. Take on the role of a capsuleer and forge a story and empire that spans vast regions of space that is uniquely your own. But in order to forge your story and empire, it takes ISK and lots of it.The ISK Making Guide to EVE Online teaches you the inner workings of each ISK making career choice. Learn the tricks of the pros and avoid the hidden pitfalls that await you at every turn. Learn from the experience of a seasoned EVE veteran.Starting with the more easily accessible career choices and moving on to the careers only available to the experienced capsuleers, this book takes you step-by-step as your story unfolds. Help determine the path of EVE by taking on careers like Mining and Manufacturing, the backbone of New Eden or help your empire rise above the rest by Running Missions for the corporations of your empire. The ISK Making Guide to EVE Online gives you a jump start and walks you through every ISK making career choice.
Angelo R Tadres Bustamante
One of Unity's most powerful features is the extensible editor it has. With editor scripting, it is possible to extend or create functionalities to make video game development easier. For a Unity developer, this is an important topic to know and understand because adapting Unity editor scripting to video games saves a great deal of time and resources.This book is designed to cover all the basic concepts of Unity editor scripting using a functional platformer video game that requires workflow improvement.You will commence with the basics of editor scripting, exploring its implementation with the help of an example project, a level editor, before moving on to the usage of visual cues for debugging with Gizmos in the scene view. Next, you will learn how to create custom inspectors and editor windows and implement custom GUI. Furthermore, you will discover how to change the look and feel of the editor using editor GUIStyles and editor GUISkins. You will then explore the usage of editor scripting in order to improve the development pipeline of a video game in Unity by designing ad hoc editor tools, customizing the way the editor imports assets, and getting control over the build creation process. Step by step, you will use and learn all the key concepts while creating and developing a pipeline for a simple platform video game. As a bonus, the final chapter will help you to understand how to share content in the Asset Store that shows the creation of custom tools as a possible new business. By the end of the book, you will easily be able to extend all the concepts to other projects.
Angelo R Tadres Bustamante
One of Unity's most powerful features is the extensible editor it has. With editor scripting, it is possible to extend or create functionalities to make video game development easier. For a Unity developer, this is an important topic to know and understand because adapting Unity editor scripting to video games saves a great deal of time and resources.This book is designed to cover all the basic concepts of Unity editor scripting using a functional platformer video game that requires workflow improvement.You will commence with the basics of editor scripting, exploring its implementation with the help of an example project, a level editor, before moving on to the usage of visual cues for debugging with Gizmos in the scene view. Next, you will learn how to create custom inspectors and editor windows and implement custom GUI. Furthermore, you will discover how to change the look and feel of the editor using editor GUIStyles and editor GUISkins. You will then explore the usage of editor scripting in order to improve the development pipeline of a video game in Unity by designing ad hoc editor tools, customizing the way the editor imports assets, and getting control over the build creation process. Step by step, you will use and learn all the key concepts while creating and developing a pipeline for a simple platform video game. As a bonus, the final chapter will help you to understand how to share content in the Asset Store that shows the creation of custom tools as a possible new business. By the end of the book, you will easily be able to extend all the concepts to other projects.