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@AkihiroImada
AkihiroImada / EditorWindowAddressableAssetsRegister.cs
Created Oct 17, 2020
指定フォルダ以下のアセットをAddressableとして登録するエディタ拡張.
View EditorWindowAddressableAssetsRegister.cs
using System.Collections.Generic;
using System.IO;
using System.Linq;
using UnityEngine;
using UnityEditor;
using UnityEditor.AddressableAssets.Settings;
using UnityEditor.AddressableAssets.Settings.GroupSchemas;
public class EditorWindowAddressableAssetsRegister : EditorWindow
{
@AkihiroImada
AkihiroImada / CMD.cs
Created Sep 10, 2018
Unityからコマンドプロンプトを起動するスクリプト.
View CMD.cs
using UnityEditor;
public static class CMD
{
[MenuItem("CMD/Debug/EchoTEST")]
public static void EchoTEST()
{
Call("/k echo TEST", false);
}
@AkihiroImada
AkihiroImada / ReadMeFileCreater.cs
Last active Jun 3, 2018
Unity Editor拡張 ReadMeを選択フォルダにつくる拡張
View ReadMeFileCreater.cs
/*
* ReadMeファイルを作るやつ
* 2018 Akihiro Imada
*/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System.IO;
@AkihiroImada
AkihiroImada / MeshTopologyModifier.cs
Created Nov 18, 2017
Modify MeshTopology with one button.
View MeshTopologyModifier.cs
#if UNITY_EDITOR
using UnityEngine;
using UnityEditor;
public class MeshTopologyModifier : MonoBehaviour
{
[SerializeField] SkinnedMeshRenderer[] m_skinned;
[SerializeField] MeshFilter[] m_filters;
@AkihiroImada
AkihiroImada / UI_Filtered.shader
Last active Nov 14, 2017
Unity ShaderLab "Custom/UI/Filtered" uGUIのImageに空間フィルタをかけるためのシェーダー
View UI_Filtered.shader
Shader "Custom/UI/Filtered"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
@AkihiroImada
AkihiroImada / keymap.cson
Created Jan 27, 2017
Atom keymap.cson for Windows
View keymap.cson
# Your keymap
#
# Atom keymaps work similarly to style sheets. Just as style sheets use
# selectors to apply styles to elements, Atom keymaps use selectors to associate
# keystrokes with events in specific contexts. Unlike style sheets however,
# each selector can only be declared once.
#
# You can create a new keybinding in this file by typing "key" and then hitting
# tab.
#
View CapturePanoramaMovieMaker.cs
using UnityEngine;
using System.Collections;
using System.IO;
using System.Text;
[RequireComponent(typeof(CapturePanorama.CapturePanorama))]
public class CapturePanoramaMovieMaker : MonoBehaviour {
[SerializeField]
bool isOnStart_ = true;
[SerializeField]