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LotteMakesStuff / EditorCoroutineRunner.cs
Last active May 20, 2022 10:21
Run stuff in the editor with all the convenience of co-routines! Add a status UI super easily to see readouts what your long running code is actually doing! nice~ There is a short API demo at the top of the class. This is a prefect companion for my inspector buttons
View EditorCoroutineRunner.cs
using UnityEngine;
using UnityEditor;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Reflection;
public class EditorCoroutineRunner
[MenuItem("Window/Lotte's Coroutine Runner: Demo")]
LotteMakesStuff / CustomInspectorCreator.cs
Last active March 24, 2023 16:38
Editor extension that adds a tool to automagically generate boilerplate custom inspector code~ YES! Just drop it into a folder called 'Editor' and it adds a 'custom inspector' option into the Project window!
View CustomInspectorCreator.cs
using UnityEngine;
using UnityEditor;
using System.IO;
public static class CustomInspectorCreator
[MenuItem("Assets/Create/Custom Inspector", priority = 81)]
static void CreateInsptorEditorClass()
foreach (var script in Selection.objects)
nzhul / LayersToPNG.jsx
Created January 26, 2016 23:09
Spine 2D - LayersToPNG.jsx fix for Photoshop CC
View LayersToPNG.jsx
// This script exports photoshop layers as individual PNGs. It also
// writes a JSON file that can be imported into Spine where the images
// will be displayed in the same positions and draw order.
// Setting defaults.
var writePngs = true;
var writeTemplate = false;
var writeJson = true;
var ignoreHiddenLayers = true;
var pngScale = 1;
NathanSweet / Photoshop-LayersToPNG.jsx
Last active November 7, 2023 04:09
Adobe Photoshop script to export to Esoteric Software's Spine:
View Photoshop-LayersToPNG.jsx
Please note this script has moved:
aras-p / Projector Light.shader
Last active October 3, 2023 12:11
Projector shaders without fixed function
View Projector Light.shader
Shader "Projector/Light" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_ShadowTex ("Cookie", 2D) = "" {}
_FalloffTex ("FallOff", 2D) = "" {}
Subshader {
Pass {
ZWrite Off