Creating a Node Based Editor in Unity 3D (Udemy.com)

Learn how to build your own custom Node Based editor directly inside of the Unity Editor, step by step.

Created by: Gametutor :-)

Produced in 2015

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What you will learn

  • Learn to create a visual node editor in Unity 3D
  • Learn to build custom Editor UI's with ease!
  • Learn to build your own Custom Editor Windows in Unity 3D
  • Understand how to create and save data created in your custom editor
  • Actually understand how to create visual nodes in a custom editor that can be hooked up into other nodes to produce logic.

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Quality Score

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Overall Score : 82 / 100

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Course Description

Game development requires the involvement of many different types of disciplines and people to complete. Often times the Game engine or software used to make the game, is very technical making it difficult for some disciplines to work efficiently in. This is where the creation of artist / designer tools come into play. As a unity developer, learning how to create Visual Editor Tools for artists and designers is crucial to the productivity of your game development production.This course will guide you through the process of developing your first visual node based editor that can be used for any sort of game development task. It will give you the underlying knowledge of saving out your nodes data, giving the user the ability to connect nodes, create nodes, and delete nodes. By the end of this course you will have a fully functional node based editor that you can extend to meet the needs of your game development project.Who this course is for:
  • This course is intended for anyone wanting to create their own custom game tools and editors within the Unity 3D game engine. Having a basic understanding of C# in Unity is all you will need to take this course.
  • If you are just starting out with Unity then it is recommended that you explore more of the C# language and understand how to create basic custom editors in Unity3D.

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Instructor Details

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Gametutor teaches the latest in game development and technical art for Unity 3D, Houdini 14, Houdini Engine, C#, and Substance Designer. Gametutor has been teaching industry professionals, online, for over a year and a half, and continues to push the boundaries of game development education.

Noah Kaarbo (Co-Creator / Designer / Entrepreneur), has worked in the Game Industry for over 14 years. He has helped ship over 20 AAA titles, ranging from Halo Reach to countless Forza, Call of Duty, and infamous franchises. He is proud to be contributing his skill sets to Gametutor.

Kenny Lammers (Co-Creator / Instructor / Programmer / Technical Artist) has worked in the Game Industry for over 14 years, for large game companies such as Microsoft Games Studios, Activision Blizzard, Surreal Software, Eline Media and Amazon. He has a deep knowledge of C# programming, Shader Development for Games, General Technical Art Techniques, Modeling, Texturing, and Teaching. He has taught course online, for Digipen, and for the University of Washington.

Our Goal with Gametutor is to bring the highest quality Technical Art and Programming training, to the masses, and show how awesome game development can be!

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Reviews

4.1

86 total reviews

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too slow

This is AWESOME! The best tutorial on node based editors.

So far so good. Easy enough to follow along with.

It's awesome, I'm learning heaps!

So far it seems good, albeit a little fast. Maybe my tired brain needs to become re accustomed to this sort of pace.

very easy to understand.

great!

Very useful course taught using good practices.

There's many things I haven't heard before and it's a good introduction to making your own node based editor window. Rationale for code choices is kind of missing, some of the code is questionable and explanations tend to lack depth.

Muy bueno, aunque se necesita cierto conocimiento para entender todo. En cualquier caso, es un muy buen comienzo.

Good audio quality and good explanations.

Very well structured and very well explained and straight to the point.

Dans l'ensemble un bon tuto qui permet d'appréhender la construction d'un editeur de ce genre.

Il y a de bonnes idées et des astuces.

Cependant l'exemple proposé nécessite des retouches pour une intégration réelle.

Le formateur va trop vite lors des phases de code (je dois souvent mettre en pause pour faire ce qu'il viens de faire)

Le code est également un peu brouillon, de nombreux endroits peuvent être "Refactored" ou simplifiés pour augmenter la généricité et la réutilisabilité de l'éditeur