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using UnityEngine; | |
using System.Collections; | |
/* | |
Runtime use: | |
To be available, AirPlay needs to be switched on for the device either via a native AirPlay UI component or | |
via the global AirPlay mirroring setting. Your options are: | |
A: Modify your Xcode project to layer a native AirPlay Cocoa control somewhere over your Unity content. |
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using UnityEditor; | |
using UnityEngine; | |
namespace FullScreenPlayModes | |
{ | |
[InitializeOnLoad] | |
public class FullScreenPlayMode : Editor | |
{ | |
//The size of the toolbar above the game view, excluding the OS border. | |
private static int toolbarHeight = 22; |
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using UnityEditor; | |
using UnityEditor.Experimental.AssetImporters; | |
using UnityEngine; | |
using System.Reflection; | |
using System; | |
using System.Collections; | |
using System.Linq; | |
using Object = UnityEngine.Object; | |
using System.Collections.Generic; |
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## Unity ## | |
*.cs diff=csharp text | |
*.cginc text | |
*.shader text | |
*.mat merge=unityyamlmerge eol=lf | |
*.anim merge=unityyamlmerge eol=lf | |
*.unity merge=unityyamlmerge eol=lf | |
*.prefab merge=unityyamlmerge eol=lf |
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#define STOP_EXTRACTION_WHEN_WINDOW_CLOSED | |
using System; | |
using System.Collections.Generic; | |
using System.IO; | |
using System.IO.Compression; | |
using System.Reflection; | |
using System.Text; | |
using System.Threading; | |
using UnityEditor; |
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#if UNITY_EDITOR | |
using System; | |
using System.Reflection; | |
using UnityEditor; | |
using UnityEngine; | |
/// <summary> | |
/// Little utility for opening a "Game" view in fullscreen. Will be opened on whatever Unity thinks is the "main" | |
/// monitor at the moment. The hotkey will toggle the window; however, if for some reason this breaks, fullscreen |
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using UnityEditor; | |
using UnityEngine; | |
namespace EnhancedHierarchy { | |
[InitializeOnLoad] | |
static class PreviewBackgroundColor { | |
private static readonly Color backgroundColor = new Color(1f, 0f, 1f); // Change this color | |
static PreviewBackgroundColor() { |
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/* | |
A simple little editor extension to copy and paste all components | |
Help from http://answers.unity3d.com/questions/541045/copy-all-components-from-one-character-to-another.html | |
license: WTFPL (http://www.wtfpl.net/) | |
author: aeroson | |
advise: ChessMax | |
editor: frekons | |
*/ | |
#if UNITY_EDITOR |
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using System; | |
using System.Collections.Generic; | |
using System.Diagnostics; | |
using System.IO; | |
using System.Text; | |
using UnityEditor; | |
using UnityEngine; | |
using Debug = UnityEngine.Debug; | |
using Object = UnityEngine.Object; |
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