View FavoritesWindow.cs
using UnityEngine; | |
using UnityEditor; | |
using UnityEditorInternal; | |
using System.Collections.Generic; | |
/// <summary> | |
/// An editor window that lets you store assets and GameObjects in it for quickly finding them again. | |
/// </summary> | |
public class FavoritesWindow : EditorWindow | |
{ |
View GizmosColor.cs
using UnityEngine; | |
using System; | |
/// <summary> | |
/// Temporarily set a color to be used for Gizmos. | |
/// <example> | |
/// <code> | |
/// using (new GizmosColor(Color.red)) | |
/// { |
View UsePropertyNameAttribute.cs
using UnityEngine; | |
/// <summary> | |
/// Use this attribute in combination with a [SerializeField] attribute on top of a property to display the property name. Example: | |
/// [field: SerializeField, UsePropertyName] | |
/// public int number { get; private set; } | |
/// </summary> | |
public class UsePropertyNameAttribute : PropertyAttribute | |
{ | |
View WeakReferenceExtensions.cs
using UnityEngine; | |
/// <summary> | |
/// Extension methods to create simple code around working with WeakReferences referencing UnityEngine.Objects. | |
/// </summary> | |
public static class WeakReferenceExtensions | |
{ | |
/// <summary> | |
/// Destroys the referenced object if it still exists. | |
/// Does nothing if no object is referenced or the referenced object is already destroyed. |
View HideFlagsUtility.cs
using UnityEngine; | |
using UnityEditor; | |
public static class HideFlagsUtility | |
{ | |
[MenuItem("Help/Hide Flags/Show All Objects")] | |
private static void ShowAll() | |
{ | |
var allGameObjects = Object.FindObjectsOfType<GameObject>(); | |
foreach (var go in allGameObjects) |
View EventOrderTest.cs
using UnityEngine; | |
public class EventOrderTest : MonoBehaviour | |
{ | |
private bool firstUpdate = true; | |
private void Awake() | |
{ | |
Log("Awake"); | |
} |
View ConsoleAccessAttribute.cs
using System; | |
[AttributeUsage(AttributeTargets.Method)] | |
public class ConsoleAccessAttribute : Attribute | |
{ | |
} |
View CorouTweenTest.cs
using UnityEngine; | |
public class CorouTweenTest : MonoBehaviour | |
{ | |
[SerializeField] | |
private Vector3 targetPosition; | |
[SerializeField] | |
private float duration = 1; | |
private void Start() |
View ClassicEditorArrowMovement.cs
using UnityEngine; | |
using UnityEditor; | |
using System.Collections.Generic; | |
/// <summary> | |
/// Re-enables pre-2018.x scene view camera behaviour for arrow keys. | |
/// Allows the user to move the scene view camera on a horizontal plane. | |
/// </summary> | |
public static class ClassicEditorArrowMovement | |
{ |
View StateMachine.cs
using UnityEngine; | |
using System; | |
using System.Collections; | |
/// <summary> | |
/// A simple state machine class. Use it to run regular methods or coroutines as states. | |
/// Steps to use: | |
/// 1. Define a private field for the StateMachine object. | |
/// private StateMachine stateMachine; | |
/// 2. Initialize the object in Awake. Pass the MonoBehaviour object to the constructor. |
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