EDIT: this is an old post and a lof the information in this document is outdated.
Git is a popular free and open source distributed version control system.
I am new to Unity, but as a long time git user, I wanted to use git for my
using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
// Fixes wrong Skinned Mesh Renderer bounds occurring with Cloth component. | |
// Attach this to camera. | |
// | |
// Idea: Before camera determines culling, we override the automatically computed | |
// bounds with our own for all game objects with a Skinned Mesh Render in the present scene. | |
// In this example, we use the bounds of the undeformed mesh |
using UnityEditor; | |
using UnityEngine; | |
namespace MWU.Shared.Utilities | |
{ | |
public class CreateEmptyAtRoot : MonoBehaviour | |
{ | |
[MenuItem("GameObject/Create Empty at Root", false, 0)] | |
public static void Create() |
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() |
Shader "Custom/VertexColor" { | |
SubShader { | |
Tags { "RenderType"="Opaque" } | |
LOD 200 | |
CGPROGRAM | |
#pragma surface surf Lambert vertex:vert | |
#pragma target 3.0 | |
struct Input { |
/** | |
The MIT License (MIT) | |
Copyright (c) 2015, Max McGuire | |
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: |
EDIT: this is an old post and a lof the information in this document is outdated.
Git is a popular free and open source distributed version control system.
I am new to Unity, but as a long time git user, I wanted to use git for my
using UnityEngine; | |
using UnityEditor; | |
using System; | |
public class CreateAssetFromScript : Editor { | |
[MenuItem("Assets/Create Asset From Manager Script", false, 10000)] | |
public static void CreateManager () | |
{ | |
ScriptableObject asset = ScriptableObject.CreateInstance (Selection.activeObject.name); |