This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using UnityEditor; | |
using UnityEngine; | |
using UnityObject = UnityEngine.Object; | |
namespace Ludiq | |
{ | |
public static class UndoUtility | |
{ | |
private static void RecordObject(UnityObject uo, string name) | |
{ |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using System.Collections; | |
using System.Collections.Generic; | |
using System.IO; | |
using System.Text; | |
using UnityEditor; | |
using UnityEngine; | |
internal class WwiseIDConverter { | |
private enum State { | |
Init, |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// A simple Unity example script that makes a UI component track position of world space object rendered with | |
// specific world space camera. Canvas needs to be in Screen Space Camera mode. | |
[ExecuteInEditMode] | |
public class UIFollow : MonoBehaviour | |
{ | |
[Tooltip("World space object to follow")] | |
public GameObject target; | |
[Tooltip("World space camera that renders the target")] | |
public Camera worldCamera; | |
[Tooltip("Canvas set in Screen Space Camera mode")] |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using UnityEngine; | |
using UnityEditor; | |
using UnityEditor.SceneManagement; | |
using UnityEngine.SceneManagement; | |
// From https://gist.github.com/JohannesDeml/5802473b569718c9c86de906b7039aec | |
// Original https://gist.github.com/ulrikdamm/338392c3b0900de225ec6dd10864cab4 | |
// 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 |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
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) { |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
import bpy | |
group_input = {"Group", "Group.001", "Group.002"} | |
ob = bpy.context.active_object | |
group_lookup = {g.index: g.name for g in ob.vertex_groups} | |
group_candidates = {n for n in group_lookup.values() if n in group_input} | |
# test whether all candidates components of group_lookup | |
if all(n in group_lookup.values() for n in group_candidates): |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using System; | |
using System.Linq; | |
using System.Collections; | |
using System.Collections.Generic; | |
using System.Reflection; | |
using UnityEngine; | |
namespace Utils | |
{ |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
<html> | |
<body> | |
<h2>Privacy Policy</h2> | |
<p>[Individual or Company Name] built the [App Name] app as a [open source | free | freemium | ad-supported | commercial] app. This SERVICE is provided by [Individual or company name] [at no cost] and is intended | |
for use as is.</p> | |
<p>This page is used to inform website visitors regarding [my|our] policies with the collection, use, and | |
disclosure of Personal Information if anyone decided to use [my|our] Service.</p> | |
<p>If you choose to use [my|our] Service, then you agree to the collection and use of information in | |
relation with this policy. The Personal Information that [I|we] collect are used for providing and | |
improving the Service. [I|We] will not use or share your information with anyone except as described |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using UnityEngine; | |
using System; | |
using System.Globalization; | |
using System.Linq; | |
using System.Collections.Generic; | |
using Object = UnityEngine.Object; | |
namespace NodeEditorFramework.Utilities | |
{ |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using System.Collections.Generic; | |
using System.IO; | |
using UnityEngine; | |
using UnityEditor.SceneManagement; | |
using UnityEditor; | |
using System.Collections; | |
using System.Linq; | |
public class MultiSceneSetup : ScriptableObject | |
{ |