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using UnityEngine; | |
using UnityEditor; | |
using UnityEditor.ShortcutManagement; | |
namespace PixelWizards.Utilities | |
{ | |
// This causes the class' static constructor to be called on load and on starting playmode | |
[InitializeOnLoad] | |
class PhysicsSettler |
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using UnityEngine; | |
using UnityEditor; | |
using UnityEditor.ShortcutManagement; | |
namespace PixelWizards.Utilities | |
{ | |
// This causes the class' static constructor to be called on load and on starting playmode | |
[InitializeOnLoad] | |
class PhysicsSettler |
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using UnityEditor; | |
using UnityEngine; | |
namespace MWU.Shared.Utilities | |
{ | |
public class CreateEmptyAtRoot : MonoBehaviour | |
{ | |
[MenuItem("GameObject/Create Empty at Root", false, 0)] | |
public static void Create() |
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using System.Collections.Generic; | |
using UnityEditor; | |
using UnityEngine; | |
namespace MWU.Shared.Utilities | |
{ | |
public static class ResetParentTransform | |
{ | |
[MenuItem("Tools/Edit/Reset Parent Transform %_r")] | |
public static void DistributeObjectsEvenly() |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
namespace PixelWizards.CharacterCustomizer | |
{ | |
/// <summary> | |
/// attach this to the clothing GO you want to attach (the GO with the SkinnedMeshRenderer) | |
/// drag the main character body you want to attach it to (the GO with the SkinnedMeshRenderer) | |
/// the clothing rig must have been the same rig the character's body used. the body parts (transforms) must be named the same thing |
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using System; | |
using System.Collections.Generic; | |
using System.IO; | |
using Newtonsoft.Json; | |
using UnityEngine; | |
public class UsingJsonDotNetInUnity : MonoBehaviour | |
{ | |
private void Awake() | |
{ |
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using UnityEngine; | |
using UnityEditor; | |
using UnityEditor.SceneManagement; | |
namespace PixelWizards.GameSystem.Utility.Editor | |
{ | |
public class GameDashboard : EditorWindow | |
{ | |
static int MinWidth = 150; |
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namespace PixelWizards.EditorTools | |
{ | |
using UnityEditor; | |
using UnityEngine; | |
/// <summary> | |
/// Apply or revert multiple prefabs at the same time | |
/// Source: https://forum.unity3d.com/threads/little-script-apply-and-revert-several-prefab-at-once.295311/ | |
/// </summary> | |
public class ApplySelectedPrefabs |
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// MIT License | |
// | |
// Copyright (c) 2018 Sabresaurus | |
// | |
// Permission is hereby granted, free of charge, to any person obtaining a copy | |
// of this software and associated documentation files (the "Software"), to deal | |
// in the Software without restriction, including without limitation the rights | |
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | |
// copies of the Software, and to permit persons to whom the Software is | |
// furnished to do so, subject to the following conditions: |
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using UnityEngine; | |
using UnityEngine.Playables; | |
public class GenericTrigger : MonoBehaviour | |
{ | |
public PlayableDirector timeline; | |
// Use this for initialization | |
void Start() | |
{ |