View HideFlagsUtility.cs
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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 CanvasPositioningExtensions.cs
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using UnityEngine; | |
/// <summary> | |
/// Small helper class to convert viewport, screen or world positions to canvas space. | |
/// Only works with screen space canvases. | |
/// </summary> | |
/// <example> | |
/// <code> | |
/// objectOnCanvasRectTransform.anchoredPosition = specificCanvas.WorldToCanvasPoint(worldspaceTransform.position); | |
/// </code> |
View Invoker.cs
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using System; | |
using System.Collections; | |
using UnityEngine; | |
/// <summary> | |
/// Replaces MonoBehaviour.Invoke and MonoBehaviour.InvokeRepeating | |
/// with a more sophisticated attempt. Namely: No strings involved. | |
/// Use like this: | |
/// StartCoroutine(Invoker.Invoke(MyMethod, 2)); | |
/// </summary> |
View UsePropertyNameAttribute.cs
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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 CorouTweenTest.cs
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using UnityEngine; | |
public class CorouTweenTest : MonoBehaviour | |
{ | |
[SerializeField] | |
private Vector3 targetPosition; | |
[SerializeField] | |
private float duration = 1; | |
private void Start() |
View StateMachine.cs
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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. |
View ConsoleAccessAttribute.cs
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using System; | |
[AttributeUsage(AttributeTargets.Method)] | |
public class ConsoleAccessAttribute : Attribute | |
{ | |
} |
View FavoritesWindow.cs
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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, IHasCustomMenu | |
{ |
View MyStaticCode.cs
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using UnityEngine; | |
/// <summary> | |
/// This template allows to define code that runs independently of any GameObjects or Components created in the editor, even though using Unity events. | |
/// It can be used for any Scene-independent code, including coroutines, without having to manually add a component to a scene. | |
/// </summary> | |
public static class MyStaticCode | |
{ | |
[RuntimeInitializeOnLoadMethod] | |
private static void Initialize() |
View FixedUpdateInterpolation.cs
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using UnityEngine; | |
using System.Collections; | |
/// <summary> | |
/// Interpolates a GameObject's position and rotation while being updated in FixedUpdate. | |
/// </summary> | |
[DefaultExecutionOrder(-100)] | |
public class FixedUpdateInterpolation : MonoBehaviour | |
{ | |
private Vector3 pos0; |
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