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View DefineSymbolSwitcher.cs
using UnityEditor;
using UnityEngine;
using System;
using System.Collections.Generic;
using System.Linq;
//================================================================================
// class DefineSymbolSwitcher
//================================================================================
public static class DefineSymbolSwitcher
View settings.json
// Place your settings in this file to overwrite the default settings
{
// Controls if the editor shows reference information for the modes that support it
"editor.referenceInfos": false,
// Controls if the editor will insert spaces for tabs. Accepted values: "auto", true, false. If set to "auto", the value will be guessed when a file is opened.
"editor.insertSpaces": false,
// エディターで空白文字を表示するかどうかを制御します
"editor.renderWhitespace": true,
View ExtensionsTransform.cs
using UnityEngine;
//================================================================================
// class ExtensionsTransform
//================================================================================
public static class ExtensionsTransform
{
//--------------------------------------------------------------------------------
// set world position
//--------------------------------------------------------------------------------
View StringEditor.cs
using UnityEngine;
using UnityEditor;
using System;
using System.Collections;
namespace AdvancedInspector
{
public class StringEditor : FieldEditor
{
public override Type[] EditedTypes
View UniUtil.cs
using UnityEngine;
using System;
using System.Collections.Generic;
using System.IO;
using System.Runtime.Serialization.Formatters.Binary;
using System.Linq;
//================================================================================
// Unity用 汎用ライブラリ
//================================================================================
View ProfileStats.cs
using UnityEngine;
using UnityEngine.Profiling;
using System.Collections;
using System.Text;
using System.Linq;
[ExecuteInEditMode()]
//=====================================================================================
//=====================================================================================
// class ProfileStats
View TransformList.cs
using UnityEngine;
using System.Collections.Generic;
public class TransformList : MonoBehaviour
{
// Start
void Start()
{
Transform[] obj_list = this.GetComponentsInChildren<Transform>();
for( int i=0; i < obj_list.Length; ++i ){
View ShurikenEffectScale.cs
using UnityEngine;
using System.Collections;
public class ShurikenEffectScale : MonoBehaviour
{
// Awake
void Awake()
{
// mul scale to particles
var particles = this.gameObject.GetComponentsInChildren<ParticleSystem>();
View SystemInstance.cs
using UnityEngine;
using System;
//=====================================================================================
// class SystemInstance
//=====================================================================================
public class SystemInstance : Singleton<SystemInstance>
{
//=====================================================================================
// constant
View Sample.cs
using UnityEngine;
using System.Collections;
public class Sample : MonoBehaviour
{
// member
public int m_Count;
public int[] m_CountArray = new int[ 4 ];
public float m_DeltaTime;
}