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arkms

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arkms / DebugLogEmail.cs
Created Jan 24, 2019
Unity: Enviar Logs de consola por email para ejecutables de PC, Mac, Linux, Android, iOS, AppleTV y WebGL.
View DebugLogEmail.cs
using System.Collections;
using System.Text;
using UnityEngine;
public class DebugLogEmail : MonoBehaviour
{
//Llamar desde un boton o presionar una tecla para enviar los logs por email
public void MandarEmail()
{
StartCoroutine(SendData());
@arkms
arkms / CombineTexture.cs
Created Nov 2, 2018
Unity: Combine two textures in one, basic in TextureA copy TextureB
View CombineTexture.cs
Texture2D CombineTexutes(Texture2D _textureA, Texture2D _textureB)
{
//Create new textures
Texture2D textureResult = new Texture2D(_textureA.width, _textureA.height);
//create clone form texture
textureResult.SetPixels(_textureA.GetPixels());
//Now copy texture B in texutre A
for (int x = 0; x<_textureB.width; x++)
{
for (int y = 0; y<_textureB.height; y++)
@arkms
arkms / TextureToNormalmap.cs
Created Feb 1, 2018
Obtener el NormalMap de un Texture2D en runtime
View TextureToNormalmap.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//Basado en: https://forum.unity.com/threads/bumpmap-grayscale-to-normalmap-rgb.5714/
public class TextureToNormalmap : MonoBehaviour
{
//---CODIGO DE EJEMPLO------------------------------
public Texture2D textura;
[Range(10f, 20f)]
@arkms
arkms / UI_HoldButton.cs
Created Oct 11, 2017
Permite agregarle a un botón la posibilidad de llamar una función mientras se mantenga presionado.
View UI_HoldButton.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.Events;
public class UI_HoldButton : MonoBehaviour, IPointerDownHandler, IPointerUpHandler
{
public UnityEvent OnHold;
@arkms
arkms / SpriteToTexture.cs
Last active Nov 2, 2017
Guardar todos los sprites de una textura recortados dentro de la herramienta de Unity como imagenes separadas png para usarlo en otra herramienta
View SpriteToTexture.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System.IO;
public class SpriteToTexture : EditorWindow
{
private Texture2D Atlas;
@arkms
arkms / ConstantsGeneratorKit.cs
Created Jun 7, 2017
Script que automáticamente genera otros scripts que tiene los Tags, Layers y Sorting Layers del proyecto para trabajar con ellos en un script de manera sencilla, simplemente se debe actualizar llamando 'Edit/Generate Constants Classes'
View ConstantsGeneratorKit.cs
using UnityEngine;
using UnityEditor;
using System;
using System.Text.RegularExpressions;
using System.IO;
using System.Linq;
using System.Reflection;
//Basado en codigo de Prime31Editor
//Poner siempre este script dentro de una carpeta llamado 'Editor'
@arkms
arkms / ResourcesCheckConflict.cs
Created May 10, 2017
A simple script that check if exist some conflict with all Resources folders in project. For use it just go to ' Window/ResourcesCheckConflict '
View ResourcesCheckConflict.cs
//This script put inside a Folder with the name 'Editor'
//Developer by ARKMs , use it with total liberty
using UnityEngine;
using UnityEditor;
using System;
using System.IO;
using System.Collections.Generic;
@arkms
arkms / SaveData.cs
Created Mar 3, 2017
A easy and fast way to save a lot of vars in Unity
View SaveData.cs
using UnityEngine;
public class SaveData : MonoBehaviour
{
public SAVEDATACLASS progreso; //es visible desde Inspector
public void Guardar()
{
//Generamos el formato Json
string Archivo = JsonUtility.ToJson(progreso);
@arkms
arkms / RielesLerp
Created Nov 8, 2016
Rieles con Lerp
View RielesLerp
public float Velocidad;
public Transform[] Puntos;
//Internos
int IndexActual = 0; //Index para mover en puntos
Vector3 PuntoA; //Punto A para Lerp
Vector3 PuntoB; //Punto B para Lerp
float t; //Factor tiempo de Lerp
float factorT; //Factor de moviemnto
@arkms
arkms / cUpdate
Created Oct 5, 2016
Costum Update with delays between every call
View cUpdate
//Intervalo entre cada Update,, la ventaja es que podemos cambiar
//su valor ya sea dentro del mismo cUpdate o desde otra función.
float intervalos = 0.5f;
void Start()
{
StartCoroutine(cUpdate());
}
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