View Flicker.cs
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using UnityEngine; | |
public class Flicker : MonoBehaviour | |
{ | |
public string LightStyle = "mmamammmmammamamaaamammma"; | |
private Light light; | |
public float loopTime = 2f; | |
[SerializeField] | |
private int currentIndex = 0; |
View NetworkingTools.cs
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using System.Collections.Generic; | |
using System.Diagnostics; | |
using UnityEditor; | |
using UnityEditor.Build.Reporting; | |
using UnityEngine; | |
using Debug = UnityEngine.Debug; | |
public static class NetworkingTools | |
{ |
View PhysicsTool.cs
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// Put me in an editor folder! | |
using System.Collections; | |
using System.Collections.Generic; | |
using System.Runtime.InteropServices; | |
using UnityEditor; | |
using UnityEditor.EditorTools; | |
using UnityEngine; | |
[EditorTool("PhysicsDrop Tool", typeof(Rigidbody))] | |
public class PhysicsTool : EditorTool |
View LookatTool.cs
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using UnityEditor; | |
using UnityEditor.EditorTools; | |
using UnityEngine; | |
[EditorTool("LookAt Tool")] | |
public class LookatTool : EditorTool | |
{ | |
GUIContent cachedIcon; | |
// NOTE: as were caching this, unity will serialize it between compiles! so if we want to test out new looks, |
View LayoutUtils.cs
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// put me in an Editor folder | |
using System.IO; | |
using UnityEditor; | |
using UnityEditorInternal; | |
using UnityEngine; | |
public static class LayoutUtils | |
{ | |
// unity stores layouts in a path referenced in WindowLayout.LayoutsPreferencesPath. | |
// Unfortunately, thats internal - well just creat the path in the same way they do! |
View AutohookAttribute.cs
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// NOTE DONT put in an editor folder! | |
using UnityEngine; | |
public class AutohookAttribute : PropertyAttribute | |
{ | |
} |
View NativeMesh.cs
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using System; | |
using Unity.Collections; | |
using Unity.Collections.LowLevel.Unsafe; | |
using Unity.Mathematics; | |
using UnityEngine; | |
public class NativeMesh : IDisposable | |
{ | |
public NativeArray<float3> VertexBuffer; | |
public NativeArray<float3> NormalBuffer; |
View SegmentFont.cs
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using System.Collections; | |
using System.Collections.Generic; | |
using System.Threading; | |
using UnityEngine; | |
// Usage Example | |
// position message string color fontsize | |
// SegmentFont.Print(new Vector2(0,0), "Message you wanna print", Color.green, 0.2f); |
View NativeMeshTest.cs
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using Unity.Collections; | |
using Unity.Collections.LowLevel.Unsafe; | |
using Unity.Mathematics; | |
using UnityEngine; | |
public class NativeMeshTest : MonoBehaviour | |
{ | |
private NativeArray<float3> vertexBuffer; | |
private Vector3[] vertexArray; |
View PackageManagerExtentionExample.cs
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using System.Linq; | |
using UnityEditor; | |
using UnityEditor.PackageManager.UI; | |
using UnityEngine; | |
using UnityEngine.Experimental.UIElements; | |
using UnityEngine.Experimental.UIElements.StyleEnums; | |
using PackageInfo = UnityEditor.PackageManager.PackageInfo; | |
[InitializeOnLoad] | |
public class PackageManagerExtentionExample : IPackageManagerExtension |
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