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@umiyuki
umiyuki / exportdatasmith.ms
Created April 11, 2020 16:50
v-rayとdatasmithプラグインが入ってる3dsMaxで任意のフォルダの中にあるv-ray向けmaxファイルをバッチ処理で全部udatasmithに変換するMaxScript
(
--VRayの警告を非表示
setVRaySilentMode()
--フォルダの中の全てのmaxファイルについて
local files = getFiles @"C:\変換したいmaxファイルがあるフォルダのパス\*.max"
for f in files do (
dirName = getFilenamePath f
@umiyuki
umiyuki / CopyTransformComponents.cs
Last active March 27, 2020 12:14
キャラクターモデル差し替えする時にモデルの中の階層についてるコンポーネントとかを新しいモデルに貼り直すヤツ
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using UnityEditorInternal;
using System.Linq;
using System.Reflection;
//オブジェクトのコンポーネントを別の奴にコピーする
public class CopyTransformComponents : ScriptableWizard
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
public class SingletonInstances : SingletonMonoBehaviour<SingletonInstances> {
[SerializeField] List<MonoBehaviour> instances;
public MonoBehaviour GetSingletonInstance(Type t)
@umiyuki
umiyuki / RecordManagerEditor.cs
Last active December 9, 2022 04:48 — forked from darktable/SavWav.cs
Record Microphone in EditMode. Need Voice Changer Filter(https://www.assetstore.unity3d.com/jp/#!/content/54963)
using UnityEngine;
using System.Collections;
using UnityEditor;
[CustomEditor(typeof(RecorderManager))]
public class RecoderManagerEditor : Editor {
public override void OnInspectorGUI()
{
Shader "Custom/AlphaBlendLotOfTextures" {
{
Properties
{
_Texture1("Texture1", 2D) = "white" {}
_Texture2("Texture2", 2D) = "white" {}
_Texture3("Texture3", 2D) = "white" {}
_Texture4("Texture4", 2D) = "white" {}
_Texture5("Texture5", 2D) = "white" {}
_Texture6("Texture6", 2D) = "white" {}
@umiyuki
umiyuki / gist:3f7e9ca836e69707c1dd
Last active September 30, 2015 11:46
Unity3D:非同期でリソース読み込みサンプル
void sample()
{
//テクスチャ読み込みの場合
StartCoroutine(LoadAsyncAsset("texturePath", (object asset) =>
{
_MySprite.mainTexture = asset as Texture;
}));
//Prefabを読み込んでInstantiateの場合
StartCoroutine(LoadAsyncAsset("prefabPath", (object asset) =>
@umiyuki
umiyuki / ChangeTextureImportSettings
Created April 19, 2015 09:52
Unity3DでProjectビューで選択したフォルダ以下の2DテクスチャのGenerateMipmapsを全部外すエディタ拡張
using UnityEngine;
using UnityEditor;
public class ChangeTextureImportSettings : MonoBehaviour {
[MenuItem("Custom/Texture/CheckOffGenerateMipmaps")]
static void CheckOffGenerateMipmaps()
{
Object[] textures = Selection.GetFiltered(typeof(Texture2D), SelectionMode.DeepAssets | SelectionMode.Assets);
foreach (Texture2D texture in textures)