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master-slave apologist

pointcache pointcache

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master-slave apologist
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View gist:e67121a3f2ae47ad1b9d08d99a3ad8f9
using UnityEditor;
// Quickly recompile the project.
// Use only on empty project as it will erase your define symbols.
public static class Tool
{
static int count = 0;
[MenuItem("Tools/Reload _r")]
public static void Reload()
View DebugPanel.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DebugPanel : MonoBehaviour
{
private static DebugPanel i;
private void Awake()
{
i = this;
@pointcache
pointcache / BoneDrawer.cs
Created Jan 3, 2017
Hierarchy Visualizer
View BoneDrawer.cs
#if UNITY_EDITOR
namespace pointcache.utility
{
using UnityEngine;
using System;
using System.Collections.Generic;
using UnityEditor;
View FBXOverride.cs
using UnityEngine;
using System.Collections;
using UnityEditor;
using System;
public class FBXScaleOverride : AssetPostprocessor
{
int InModelCount;
void OnPreprocessModel()
View TextureImportOverride.cs
using UnityEngine;
using UnityEditor;
class TextureImportOverrides : AssetPostprocessor
{
void OnPreprocessTexture()
{
TextureImporter textureImporter = (TextureImporter)assetImporter;
View ComponentCache.cs
using UnityEngine;
using System;
using System.Collections.Generic;
//Create and call getcomponent through it instead.
public class ComponentCache
{
private GameObject owner;
private Dictionary<Type, Component> cache = new Dictionary<Type, Component>();
View interpolator.cs
/// <summary>
/// Object that performs interpolation, works in tandem with Interpolator component
/// </summary>
public class TransformInterpolator
{
/// <summary>
/// target transform
/// </summary>
Transform transform;
/// <summary>
View Parent Constraint
using UnityEngine;
using System;
using System.Collections.Generic;
public class ParentConstraint : MonoBehaviour
{
public UpdateMethod updateMethod;
public enum UpdateMethod
{
update,
View gist:edcccd3aad9d7996f4ed66681e3c1de0
using UnityEngine;
using System.Collections;
using UnityEngine.Networking;
public class RotationConstraint : MonoBehaviour
{
/* to keep the rotation on one axis at zero, remove the target transform and enable that axis*/
public Vector3 targetRotation; // The current rotation to constraint to, can be set manually if the target Transform is null
View gist:f0c30b87d427156b9a9defb8157614a7
using UnityEngine;
using System.Collections;
public class PositionConstraint : MonoBehaviour
{
public Vector3 targetPosition; // The current position to constraint to, can be set manually if the target Transform is null
public Transform targetTransform; // Current target transform to constrain to, can be left null for use of provided Vector3
public Vector3 offset;
public bool
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