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using UnityEngine; | |
using UnityEditor; | |
using UnityEditor.SceneManagement; | |
// Adds a "Edit Prefab" option in the Assets menu (or right clicking an asset in the project browser). | |
// This opens an empty scene with your prefab where you can edit it. | |
// Put this script in your project as Assets/Editor/EditPrefab.cs | |
public class EditPrefab { | |
static Object getPrefab(Object selection) { |
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using UnityEngine; | |
using System.Collections; | |
public static class Vibration | |
{ | |
#if UNITY_ANDROID && !UNITY_EDITOR | |
public static AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer"); | |
public static AndroidJavaObject currentActivity = unityPlayer.GetStatic<AndroidJavaObject>("currentActivity"); | |
public static AndroidJavaObject vibrator = currentActivity.Call<AndroidJavaObject>("getSystemService", "vibrator"); |
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/* | |
CoroutineTests.cs -- Shane Celis | |
I was curious about how one could manually drive Unity's coroutines | |
without necessarily putting them into Unity's scheduler. At the | |
heart of it, it's really easy to manually drive them: | |
// Get the coroutine. | |
IEnumerator ienum = MyCoroutine(); | |
// Run it until it yields. |
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using UnityEngine; | |
using UnityEditor; | |
using System.Collections; | |
using System.Text.RegularExpressions; | |
using System.IO; | |
public class DldUtil_BuiltInSkinBrowser : EditorWindow | |
{ | |
[MenuItem("Window/Built-in Skin Browser")] | |
static void OpenWindow() |