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Developing NekoSuki! ~ Kitty Love Adventure 🐈❤️

Andrei Müller (Andy Miira) andreiagmu

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Developing NekoSuki! ~ Kitty Love Adventure 🐈❤️
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using InternalRealtimeCSG;
using RealtimeCSG.Components;
using UnityEditor;
using UnityEditor.Build;
using UnityEditor.Build.Reporting;
using UnityEngine;
/// <summary>
/// Created: 03-19-2019
/// Updated:
@StewMcc
StewMcc / WwiseIDConverter.cs
Created December 21, 2017 13:15 — forked from wavebit/WwiseIDConverter.cs
Wwise ID Converter #Wwise
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Text;
using UnityEditor;
using UnityEngine;
internal class WwiseIDConverter {
private enum State {
Init,

The graph view is clumbsy.

  • If I drag my workspace to the edge it should scroll.
  • There should be tooltips on the streams so I can see names without making streams larger.
  • The "Graph Navigator" tab is horrid-- I should be able to use my mouse wheel to zoom.

Poor feedback.

  • The little progress bar in the bottom right corner is barely noticeable. A progress bar should popup when doing anything that needs a progress bar. Our artists spam buttons all the time because they don't see this progress bar.
  • Input should be blocked on resolve popup when you click the button to automatically resolve all.
@naelstrof
naelstrof / CopyAvatarData.cs
Created April 8, 2018 23:07
Copies all avatar components and children to another object. Such as Dynamic Bones, Guns, Animations, etc.
#if UNITY_EDITOR
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System.Text.RegularExpressions;
public class CopyAvatarData : ScriptableWizard {
public GameObject from;
public GameObject to;
@Seneral
Seneral / RTEditorGUI.cs
Last active October 3, 2022 07:42
Extended editor GUI controls for runtime usage in Unity. Includes runtime-compatible editor control ports, new controls and fields, advanced texture drawing utilities, general texture utilities and efficient clipped bezier drawing. Bezier drawing needs line texture www.dropbox.com/s/2qn3q3nwhny17ok and (optional) GUIScaleUtility gist
using UnityEngine;
using System;
using System.Globalization;
using System.Linq;
using System.Collections.Generic;
using Object = UnityEngine.Object;
namespace NodeEditorFramework.Utilities
{
@mandarinx
mandarinx / Unity_NewerThan2017_1.cs
Last active November 5, 2022 16:49
Unity3D: Detect when play mode changes to what
// For Unity versions newer than 2017.1
using UnityEditor;
[InitializeOnLoad]
public class DetectPlayModeChanges {
static DetectPlayModeChanges() {
EditorApplication.playModeStateChanged += OnPlayModeStateChanged;
}
@stonstad
stonstad / AnimatorExtensions.cs
Last active November 6, 2022 17:52
Unity Animation State Start and Stop Notifications
using System;
using System.Reflection;
using UnityEngine;
public static class AnimatorExtensions
{
/// <summary>Gets an instance method with single argument of type <typeparamref
/// name="TArg0"/> and return type of <typeparamref name="TReturn"/> from <typeparamref
/// name="TThis"/> and compiles it into a fast open delegate.</summary>
/// <typeparam name="TThis">Type of the class owning the instance method.</typeparam>
@MattRix
MattRix / RXDivider.cs
Last active November 15, 2022 22:55
Adds dividers into the inspector. Based on a brilliant idea by Matthew Wegner, see: https://twitter.com/mwegner/status/355147544818495488
//Based on a brilliant idea by Matthew Wegner - https://twitter.com/mwegner/status/355147544818495488
//Code for drawing the base PropertyDrawers is from here: http://forum.unity3d.com/threads/173401-Getting-Default-SerializedProperty-Drawing-within-a-PropertyDrawer?p=1186347&viewfull=1#post1186347
//My implementation is super lazy with magic numbers everywhere! :D
#if UNITY_EDITOR
using System;
using UnityEngine;
using System.Collections.Generic;
using UnityEditor;
@FlaShG
FlaShG / UsePropertyNameAttribute.cs
Last active January 20, 2023 07:18
Fix the display name when serializing property backing fields in Unity.
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
{
@ulrikdamm
ulrikdamm / EditPrefab.cs
Last active May 10, 2023 07:44
Unity editor script for better editing of prefabs. Put in Assets/Editor.
using UnityEngine;
using UnityEditor;
using UnityEditor.SceneManagement;
// Adds a "Edit Prefab" option in the Assets menu (or right clicking an asset in the project browser).
// This opens an empty scene with your prefab where you can edit it.
// Put this script in your project as Assets/Editor/EditPrefab.cs
public class EditPrefab {
static Object getPrefab(Object selection) {