View ProjectAssetPostprocessor.cs
// Drop this script in the Editor directory in your project (creating the Editor directory if it's not there yet) | |
// Then re-import the assets in the directories covered by this script (right click and reimport) | |
// | |
// I would replace my path checking with the path checking from this gist: | |
// https://gist.github.com/1842177 | |
// | |
// The texture settings for icons might want to use some of his settings combined with mine as well | |
using UnityEngine; |
View SavWav.cs
// Copyright (c) 2012 Calvin Rien | |
// http://the.darktable.com | |
// | |
// This software is provided 'as-is', without any express or implied warranty. In | |
// no event will the authors be held liable for any damages arising from the use | |
// of this software. | |
// | |
// Permission is granted to anyone to use this software for any purpose, | |
// including commercial applications, and to alter it and redistribute it freely, | |
// subject to the following restrictions: |
View GUIMerge.cs
using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
using System.Reflection; | |
public class GUIMerge : MonoBehaviour { | |
public GUISkin primary; | |
public GUISkin[] skins; |
View CodeProfiler.cs
// You can switch to a regular Update() loop | |
// if you comment out this line. (makes debugging easier) | |
#define COROUTINE | |
// | |
using System.Collections; | |
using System.Collections.Generic; | |
using System.Diagnostics; | |
using System.Text; | |
using UnityEngine; | |
using Debug = UnityEngine.Debug; |
View GUIScaler.cs
using UnityEngine; | |
using System.Collections; | |
namespace UnityEngine { | |
/// <summary> | |
/// Usage: | |
/// | |
/// (optional) Call GUIScaler.Initialize() in Start(), Awake() or OnEnable() (only needed once) | |
/// Call GUIScaler.Begin() at the top of your OnGUI() methods | |
/// Call GUIScaler.End() at the bottom of your OnGUI() methods |
View SelectWithLayer.cs
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEditor; | |
using DB = UnityEngine.Debug; | |
public class SelectWithLayer : ScriptableObject { | |
static void SelectLayer(int layerNum) { | |
var objs = Selection.GetFiltered(typeof(GameObject), SelectionMode.Deep); |
View .hgignore
syntax: glob | |
.DS_Store | |
*.sln | |
*.userprefs | |
*.csproj | |
*.pidb | |
*.unitypackage | |
syntax: regexp | |
^Build/.* |
View IconPostprocessor.cs
using System.IO; | |
using UnityEditor; | |
using UnityEngine; | |
public class IconPostprocessor : AssetPostprocessor { | |
void OnPreprocessTexture () { | |
if (assetPath.ToLower().StartsWith(Path.Combine("assets", "platform"))) { | |
var ti = (TextureImporter) assetImporter; | |
View zwoptex.json
{"frames": { | |
{% for sprite in spritesAndAliases %} | |
"{{ sprite.name }}": | |
{ | |
"frame": {"x":{{ sprite.textureRectX }},"y":{{ sprite.textureRectY }},"w":{{ sprite.textureRectWidth }},"h":{{ sprite.textureRectHeight }}}, | |
"rotated": {% if sprite.isRotated %}true{% else %}false{% /if %}, | |
"trimmed": {% if sprite.isTrimmed %}true{% else %}false{% /if %}, | |
"spriteSourceSize": {"x":0,"y":0,"w":{{ sprite.sourceSizeWidth }},"h":{{ sprite.sourceSizeHeight }}}, | |
"sourceSize": {"w":{{ sprite.sourceSizeWidth }},"h":{{ sprite.sourceSizeHeight }}}, | |
"spriteColorRect": {"x":{{ sprite.sourceColorRectX }},"y":{{ sprite.sourceColorRectY }},"w":{{ sprite.sourceColorRectWidth }},"h":{{ sprite.sourceColorRectHeight }}}, |
View DebugConsole.cs
#define DEBUG_CONSOLE | |
#define DEBUG_LEVEL_LOG | |
#define DEBUG_LEVEL_WARN | |
#define DEBUG_LEVEL_ERROR | |
#if (UNITY_EDITOR || DEVELOPMENT_BUILD) | |
#define DEBUG | |
#endif | |
#if (UNITY_IOS || UNITY_ANDROID) |