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arkms

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arkms / BoxCollider2DAlwaysVisible
Created June 1, 2016 03:39
Make always visible a BoxCollider2D in Unity Editor.
using UnityEngine;
[ExecuteInEditMode]
public class BoxCollider2DAlwaysVisible : MonoBehaviour
{
public Color color = Color.white;
private BoxCollider2D BoxCollider;
void Start()
@arkms
arkms / Sceneview_follow
Created June 1, 2016 03:46
Make the Scene view move and follow a camara (2D)
#define AUTO_SCENEVIEW //Comentar para dejar de perseguir y poder controlar la pestaña de escena en modo Play
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
public class sceneview_follow : MonoBehaviour
{
#if UNITY_EDITOR && AUTO_SCENEVIEW
@arkms
arkms / DisableAutoMipMaps
Created June 1, 2016 03:51
Make all new texture has MipMaps disable. Remember save inside a 'Editor' folder
using UnityEngine;
using UnityEditor;
public class DisableAutoMipMaps : AssetPostprocessor
{
public void OnPreprocessTexture()
{
TextureImporter texture = assetImporter as TextureImporter;
texture.mipmapEnabled = false;
}
@arkms
arkms / DebugX
Created June 27, 2016 03:35
DebugX version 2.0
using UnityEngine;
public static class DebugX
{
// DebugX.cs Version 2.0 By ARKMS
// Hayden Scott-Baron (Dock) - http://starfruitgames.com
// Adds a number of useful Debug Draw features
public static void DrawCube(Vector3 pos, Color col, Vector3 scale, float _duration = 0f)
{
Vector3 halfScale = scale * 0.5f;
@arkms
arkms / cUpdate
Created October 5, 2016 02:15
Costum Update with delays between every call
//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());
}
@arkms
arkms / RielesLerp
Created November 8, 2016 06:20
Rieles con Lerp
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 / SaveData.cs
Created March 3, 2017 05:15
A easy and fast way to save a lot of vars in Unity
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 / ResourcesCheckConflict.cs
Created May 10, 2017 18:59
A simple script that check if exist some conflict with all Resources folders in project. For use it just go to ' Window/ResourcesCheckConflict '
//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 / ConstantsGeneratorKit.cs
Created June 7, 2017 18:06
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'
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 / SpriteToTexture.cs
Last active November 2, 2017 18:07
Guardar todos los sprites de una textura recortados dentro de la herramienta de Unity como imagenes separadas png para usarlo en otra herramienta
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System.IO;
public class SpriteToTexture : EditorWindow
{
private Texture2D Atlas;