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November 27, 2013 14:23
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for Unity\Editor\Data\Resources\ScriptTemplates\
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using UnityEngine; | |
//using UnityEditor; | |
using System.Collections; | |
using System.Collections.Generic; | |
//[ExecuteInEditMode] | |
//[AddComponentMenu("Transform/Foo")] | |
//[RequireComponent(typeof(Foo))] | |
//[System.Serializable] | |
public class #SCRIPTNAME# : MonoBehaviour { | |
// [SerializeField] [MenuItem("Assets/Object")] | |
void Awake() { | |
} | |
void OnEnable() { | |
} | |
void Start() { | |
} | |
void FixedUpdate() { | |
} | |
void Update() { | |
} | |
void LateUpdate() { | |
} | |
void OnDestroy() { | |
} | |
/* http://docs.unity3d.com/Documentation/ScriptReference/MonoBehaviour.html */ | |
/* Awake Awake is called when the script instance is being loaded.*/ | |
/* FixedUpdateThis function is called every fixed framerate frame, if the MonoBehaviour is enabled.*/ | |
/* LateUpdate LateUpdate is called every frame, if the Behaviour is enabled.*/ | |
/* OnAnimatorIK Callback for setting up animation IK (inverse kinematics).*/ | |
/* OnAnimatorMove Callback for processing animation movements for modifying root motion.*/ | |
/* OnApplicationFocus Sent to all game objects when the player gets or loses focus.*/ | |
/* OnApplicationPause Sent to all game objects when the player pauses.*/ | |
/* OnApplicationQuit Sent to all game objects before the application is quit.*/ | |
/* OnAudioFilterRead If OnAudioFilterRead is implemented, Unity will insert a custom filter into the audio DSP chain.*/ | |
/* OnBecameInvisible OnBecameInvisible is called when the renderer is no longer visible by any camera.*/ | |
/* OnBecameVisible OnBecameVisible is called when the renderer became visible by any camera.*/ | |
/* OnCollisionEnter OnCollisionEnter is called when this collider/rigidbody has begun touching another rigidbody/collider.*/ | |
/* OnCollisionEnter2D Sent when an incoming collider makes contact with this object's collider (2D physics only).*/ | |
/* OnCollisionExit OnCollisionExit is called when this collider/rigidbody has stopped touching another rigidbody/collider.*/ | |
/* OnCollisionExit2D Sent when a collider on another object stops touching this object's collider (2D physics only).*/ | |
/* OnCollisionStay OnCollisionStay is called once per frame for every collider/rigidbody that is touching rigidbody/collider.*/ | |
/* OnCollisionStay2D Sent each frame where a collider on another object is touching this object's collider (2D physics only).*/ | |
/* OnConnectedToServer Called on the client when you have successfully connected to a server.*/ | |
/* OnControllerColliderHit OnControllerColliderHit is called when the controller hits a collider while performing a Move.*/ | |
/* OnDestroyThis function is called when the MonoBehaviour will be destroyed.*/ | |
/* OnDisableThis function is called when the behaviour becomes disabled () or inactive.*/ | |
/* OnDisconnectedFromServer Called on the client when the connection was lost or you disconnected from the server.*/ | |
/* OnDrawGizmos Implement OnDrawGizmos if you want to draw gizmos that are also pickable and always drawn.*/ | |
/* OnDrawGizmosSelected Implement this OnDrawGizmosSelected if you want to draw gizmos only if the object is selected.*/ | |
/* OnEnable This function is called when the object becomes enabled and active.*/ | |
/* OnFailedToConnectCalled on the client when a connection attempt fails for some reason.*/ | |
/* OnFailedToConnectToMasterServer Called on clients or servers when there is a problem connecting to the MasterServer.*/ | |
/* OnGUI OnGUI is called for rendering and handling GUI events.*/ | |
/* OnJointBreak Called when a joint attached to the same game object broke.*/ | |
/* OnLevelWasLoaded This function is called after a new level was loaded.*/ | |
/* OnMasterServerEvent Called on clients or servers when reporting events from the MasterServer.*/ | |
/* OnMouseDown OnMouseDown is called when the user has pressed the mouse button while over the GUIElement or Collider.*/ | |
/* OnMouseDrag OnMouseDrag is called when the user has clicked on a GUIElement or Collider and is still holding down the mouse.*/ | |
/* OnMouseEnter OnMouseEnter is called when the mouse entered the GUIElement or Collider.*/ | |
/* OnMouseExit OnMouseExit is called when the mouse is not any longer over the GUIElement or Collider.*/ | |
/* OnMouseOver OnMouseOver is called every frame while the mouse is over the GUIElement or Collider.*/ | |
/* OnMouseUp OnMouseUp is called when the user has released the mouse button.*/ | |
/* OnMouseUpAsButton OnMouseUpAsButton is only called when the mouse is released over the same GUIElement or Collider as it was pressed.*/ | |
/* OnNetworkInstantiate Called on objects which have been network instantiated with Network.Instantiate.*/ | |
/* OnParticleCollision OnParticleCollision is called when a particle hits a collider.*/ | |
/* OnPlayerConnected Called on the server whenever a new player has successfully connected.*/ | |
/* OnPlayerDisconnected Called on the server whenever a player disconnected from the server.*/ | |
/* OnPostRender OnPostRender is called after a camera finished rendering the scene.*/ | |
/* OnPreCull OnPreCull is called before a camera culls the scene.*/ | |
/* OnPreRender OnPreRender is called before a camera starts rendering the scene.*/ | |
/* OnRenderImage OnRenderImage is called after all rendering is complete to render image.*/ | |
/* OnRenderObject OnRenderObject is called after camera has rendered the scene.*/ | |
/* OnSerializeNetworkView Used to customize synchronization of variables in a script watched by a network view.*/ | |
/* OnServerInitialized Called on the server whenever a Network.InitializeServer was invoked and has completed.*/ | |
/* OnTriggerEnter OnTriggerEnter is called when the Collider other enters the trigger.*/ | |
/* OnTriggerEnter2D Sent when another object enters a trigger collider attached to this object (2D physics only).*/ | |
/* OnTriggerExit OnTriggerExit is called when the Collider other has stopped touching the trigger.*/ | |
/* OnTriggerExit2D Sent when another object leaves a trigger collider attached to this object (2D physics only).*/ | |
/* OnTriggerStay OnTriggerStay is called once per frame for every Collider other that is touching the trigger.*/ | |
/* OnTriggerStay2D Sent each frame where another object is within a trigger collider attached to this object (2D physics only).*/ | |
/* OnValidate This function is called when the script is loaded or a value is changed in the inspector (Called in the editor only).*/ | |
/* OnWillRenderObject OnWillRenderObject is called once for each camera if the object is visible.*/ | |
/* Reset Reset to default values.*/ | |
/* Start Start is called on the frame when a script is enabled just before any of the Update methods is called the first time.*/ | |
/* Update Update is called every frame, if the MonoBehaviour is enabled.*/ | |
} |
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