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@makkaloliya
makkaloliya / AnchorsToCornersMenuItems.cs
Created May 4, 2020 07:00 — forked from achimmihca/AnchorsToCornersMenuItems.cs
Unity3D Editor script that adds MenuItem to move the anchors of a RectTransform to its corners.
using UnityEditor;
using UnityEngine;
public static class AnchorsToCornersMenuItems
{
// Hotkey: Alt+A
[MenuItem("Tools/Anchors to Corners (RectTransform)/Width and Height &a")]
public static void MoveAnchorsToCorners()
{
EditorUtils.GetSelectedComponents<RectTransform>().ForEach(it =>
@makkaloliya
makkaloliya / LightweightPipelineTemplateShader.shader
Created August 1, 2019 08:47 — forked from phi-lira/UniversalPipelineTemplateShader.shader
Template shader to use as guide to create Lightweight Pipeline ready shaders. This shader works with LWRP 5.7.2 and above.
// When creating shaders for Lightweight Render Pipeline you can you the ShaderGraph which is super AWESOME!
// However, if you want to author shaders in shading language you can use this teamplate as a base.
// Please note, this shader does not match perfomance of the built-in LWRP Lit shader.
// This shader works with LWRP 5.7.2 version and above
Shader "Lightweight Render Pipeline/Custom/Physically Based Example"
{
Properties
{
// Specular vs Metallic workflow
[HideInInspector] _WorkflowMode("WorkflowMode", Float) = 1.0

In the Unity editor:

  1. Edit -> Project Settings -> Editor
  2. In the inspector panel, set:
  3. Version Control -> Mode: Visible Meta Files
  4. Asset Serialization -> Mode: Force Text

“Visible Meta Files” causes Unity to place .meta files next to each of your assets. It’s important to check these files into version control because they contain the settings associated with those assets that you set in the Unity editor.

“Asset Serialization: Force Text” causes Unity to write its .meta and other files in a more-or-less human-readable text format, which makes it a lot easier to understand what has changed when you look at version control logs. Also it’s feasible to merge these text files by hand, whereas it’s not really possible to do that with Unity’s default binary file format.