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@kankikuchi
kankikuchi / EditorStartupConfirmer.cs
Created Mar 16, 2020
Unityエディタでプロジェクトを(初回)起動した時の判定【Unity】【エディタ拡張】
View EditorStartupConfirmer.cs
// EditorStartupConfirmer.cs
// http://kan-kikuchi.hatenablog.com/entry/EditorStartupConfirmer
//
// Created by kan.kikuchi on 2020.3.5
using System.IO;
using UnityEditor;
/// <summary>
/// Unityエディタでプロジェクトを(初回)起動したかを確認するクラス
@kankikuchi
kankikuchi / AutoRecorder.cs
Last active Jan 29, 2020
Unity Recorderを使ってエディタを再生した時に自動で録画を行う【Unity】【アセット】【エディタ拡張】
View AutoRecorder.cs
// AutoRecorder.cs
// http://kan-kikuchi.hatenablog.com/entry/AutoRecorder
//
// Created by kan.kikuchi on 2020.01.17
using System.IO;
using System.Linq;
using System.Reflection;
using UnityEditor;
using UnityEditor.Recorder;
@kankikuchi
kankikuchi / PathUtility.cs
Created Dec 22, 2019
UnityでWindowsの区切り文字(\)が紛れ込まないように、色々なパスを扱う【Unity】【C#】
View PathUtility.cs
// PathUtility.cs
// http://kan-kikuchi.hatenablog.com/entry/PathUtility
//
// Created by kan.kikuchi on 2019.12.23
using UnityEngine;
using System;
using System.IO;
using System.Linq;
using System.Runtime.CompilerServices;
@kankikuchi
kankikuchi / PlayFabLogin.cs
Created Nov 13, 2019
PlayFabのログイン処理を行うクラス【Unity】【PlayFab】
View PlayFabLogin.cs
// PlayFabLogin.cs
// http://kan-kikuchi.hatenablog.com/entry/PlayFabLogin
//
// Created by kan.kikuchi on 2019.11.04.
using System.Text;
using PlayFab;
using PlayFab.ClientModels;
using UnityEngine;
@kankikuchi
kankikuchi / AddressDuplicateDetecter.cs
Last active Nov 14, 2019
Addressable Assetsのアドレスの重複を検知する【Unity】【Addressable Assets】
View AddressDuplicateDetecter.cs
// AddressDuplicateDetecter.cs
// http://kan-kikuchi.hatenablog.com/entry/AddressDuplicateDetecter
//
// Created by kan.kikuchi on 2019.09.16.
using System.IO;
using System.Linq;
using System.Collections.Generic;
using UnityEditor;
using UnityEditor.AddressableAssets.Settings;
@kankikuchi
kankikuchi / AddressableAssetAddressClassCreator.cs
Created Sep 24, 2019
Addressable Assetsのアドレスとラベルを管理する定数クラスを自動生成する【Unity】【Addressable Assets】【エディタ拡張】
View AddressableAssetAddressClassCreator.cs
// AddressableAssetAddressClassCreator.cs
// http://kan-kikuchi.hatenablog.com/entry/AddressableAssetAddressClassCreator
//
// Created by kan.kikuchi on 2019.09.16.
using System.IO;
using System.Linq;
using System.Collections.Generic;
using UnityEditor;
using UnityEditor.AddressableAssets.Settings;
@kankikuchi
kankikuchi / ImageNo.cs
Last active Sep 15, 2019
可変する数字を画像(Sprite)を使って、SpriteRendererやImageで表現
View ImageNo.cs
// ImageNo.cs
// http://kan-kikuchi.hatenablog.com/entry/SpriteNo
//
// Created by kan.kikuchi on 2019.09.09.
using UnityEngine;
using UnityEngine.UI;
/// <summary>
/// uGUIのImageで数字を表現するクラス
@kankikuchi
kankikuchi / SelectedGameObjectFixer.cs
Last active Sep 11, 2019
Hierarchy上で選択しているGameObjectを固定する【Unity】【エディタ拡張】
View SelectedGameObjectFixer.cs
// SelectedGameObjectFixer.cs
// http://kan-kikuchi.hatenablog.com/entry/SelectedGameObjectFixer
//
// Created by kan.kikuchi on 2019.08.17.
#if UNITY_EDITOR
using UnityEngine;
using UnityEditor;
@kankikuchi
kankikuchi / SelectedObjectRecorder.cs
Created Jul 7, 2019
HierarchyやProjectで選択していたObjectを記録し、Inspectorの戻ると進む機能を追加する【Unity】【エディタ拡張】
View SelectedObjectRecorder.cs
// SelectedObjectRecorder.cs
// http://kan-kikuchi.hatenablog.com/entry/SelectedObjectRecorder
//
// Created by kan.kikuchi on 2019.07.03.
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
/// <summary>
@kankikuchi
kankikuchi / CameraSizeUpdater.cs
Last active Sep 11, 2019
画面のサイズ(CameraのorthographicSize)をアスペクト比に合わせて自動で調整する【Unity】
View CameraSizeUpdater.cs
// CameraSizeUpdater.cs
// http://kan-kikuchi.hatenablog.com/entry/CameraSizeUpdater
//
// Created by kan.kikuchi on 2019.07.02.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
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