This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using System; | |
using System.Collections.Generic; | |
using System.Diagnostics; | |
using System.IO; | |
using System.Text; | |
using UnityEditor; | |
using UnityEngine; | |
using Debug = UnityEngine.Debug; | |
using Object = UnityEngine.Object; |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using System; | |
using System.Collections.Generic; | |
using System.IO; | |
using System.Reflection; | |
using UnityEditor; | |
using UnityEngine; | |
using Object = UnityEngine.Object; | |
public class SingleColorTextureDetector : EditorWindow, IHasCustomMenu | |
{ |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Shader "Unlit/Texture with Shadows" | |
{ | |
Properties | |
{ | |
_Color ("Color", Color) = (1,1,1,1) | |
_MainTex ("Texture", 2D) = "white" | |
} | |
SubShader | |
{ | |
Tags { "RenderType"="Opaque" "Queue"="Geometry" } |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using System; | |
using System.Collections.Generic; | |
using System.Globalization; | |
using System.IO; | |
using System.Reflection; | |
using System.Security.Cryptography; | |
using UnityEditor; | |
using UnityEditor.IMGUI.Controls; | |
using UnityEngine; | |
using Object = UnityEngine.Object; |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
//#define SHADER_COMPILATION_LOGGING | |
//#define SKIP_SHADER_COMPILATION | |
using System.Collections.Generic; | |
using UnityEditor.Build; | |
using UnityEditor.Rendering; | |
using UnityEngine; | |
using UnityEngine.Rendering; | |
public class ShaderStripper : IPreprocessShaders |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using System; | |
using System.Collections; | |
using System.Reflection; | |
using UnityEditor; | |
// Credit: http://answers.unity.com/answers/425602/view.html (I've only slightly modified the code) | |
public static class SerializedPropertyRawValueGetter | |
{ | |
public static object GetRawValue( this SerializedProperty property ) | |
{ |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using System; | |
using System.Collections.Generic; | |
using System.IO; | |
using System.Reflection; | |
using UnityEditor; | |
using UnityEngine; | |
namespace MultiScreenshotCaptureNamespace | |
{ | |
internal static class ReflectionExtensions |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
#define STOP_EXTRACTION_WHEN_WINDOW_CLOSED | |
using System; | |
using System.Collections.Generic; | |
using System.IO; | |
using System.IO.Compression; | |
using System.Reflection; | |
using System.Text; | |
using System.Threading; | |
using UnityEditor; |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using System; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEngine.UI; | |
#if UNITY_2017_4 || UNITY_2018_2_OR_NEWER | |
using UnityEngine.U2D; | |
#endif | |
using Sprites = UnityEngine.Sprites; | |
#if UNITY_EDITOR |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEngine.SceneManagement; | |
namespace ScriptedAnim | |
{ | |
// Hide from Add Component menu | |
[AddComponentMenu( "" )] | |
public class ScriptedAnimations : MonoBehaviour | |
{ |