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  • * [[Scripts]] - Everything from general purpose effects to debugging. * [[Wizards]] - Scripts to extend the Unity editor.
    6 KB (826 words) - 11:45, 18 July 2018
  • [[Category: Debugging Scripts]] [[Category: Heads Up Display Scripts]]
    13 KB (1,602 words) - 03:38, 1 December 2015
  • * [[Debugging and Profiling with Unity]] - How to eliminate bugs and measure performance ...Scripts|Manual Compilation of C# Unity Scripts]] - How to compile C# Unity scripts on the command line, to ease integration with editors such as Vim.
    4 KB (647 words) - 23:21, 11 October 2020
  • OK, so you can only attach scripts in Unity that inherit from MonoBehaviour, got it? For now we'll leave it of ... is a folder called debug. A debug build adds extra information useful for debugging. You can set which type to build in MonoDevelop by changing the dropdown ne
    18 KB (2,805 words) - 20:45, 10 January 2012
  • public age : int; // other scripts which have a reference to this object (e.g. if they're attached to the same private favoriteColor : Color; // private members are NOT visible to other scripts, even if they have a reference to this object
    19 KB (2,861 words) - 21:20, 21 November 2018
  • [[Category: Debugging Scripts]] [[Category: Heads Up Display Scripts]]
    10 KB (971 words) - 21:34, 15 March 2014
  • ... with Unity functions includes advanced IDE features like auto completion, debugging, code insight, & custom color scheme editing. It supports .JS / UnityScript ...ditor). It understands Unity JavaScript and provides autocomplete for your scripts and built-in Unity stuff. It also provides very basic syntax highlighting f
    10 KB (1,352 words) - 17:05, 25 April 2014
  • Note: The profiler can work across scripts and across scenes by starting the tag in one, and ending it in another. (E. [[Category:Debugging Scripts]]
    8 KB (887 words) - 00:44, 20 January 2013
  • I’m using a Windows application so I could do basic debugging by creating some buttons to start actions (thanks to Lka for a tip how to d ...t folder create a folder specifically for your C#-Unity-Scripts (I call it Scripts). Add a C# script there in Unity.
    8 KB (1,248 words) - 00:06, 21 November 2011
  • This is untidied code, complete with debugging code left about. You'll need the attribute class in the next section [[Category:Scripts]]
    19 KB (2,236 words) - 00:15, 20 January 2013
  • [[Category: Extension Scripts]] This C# class gives simple extension access to manipulating and debugging LayerMasks.
    4 KB (494 words) - 20:45, 10 January 2012
  • {{Scripts Tabbed Navigation}} Example scripts using the new Unity UI system introduced in version 4.6. Designed for build
    9 KB (1,341 words) - 00:53, 19 October 2020
  • {{Scripts Navigation}} *[[Scripts/StringFilter|StringFilter]] - A class to allow string filtering based on a
    11 KB (1,614 words) - 23:45, 14 November 2018
  • [[Category:Debugging Scripts]]
    3 KB (405 words) - 22:28, 8 February 2013
  • [[Category: GUI Scripts]] [[Category: Debugging Scripts]]
    2 KB (317 words) - 20:28, 30 June 2014
  • ...g on this project as an open source project. you are still free to use the scripts on this wiki as a base for your own commercial projects. The latest (close Note that neither of these scripts (the original javascript and the translated C#) are up to date and contain
    15 KB (2,008 words) - 23:04, 8 January 2016
  • [[Category: Debugging Scripts]] [[Category: Heads Up Display Scripts]]
    37 KB (2,364 words) - 14:36, 4 May 2020
  • [[Category: Debugging Scripts]] [[Category: Heads Up Display Scripts]]
    3 KB (379 words) - 17:10, 9 October 2014
  • You can get access to the build order for scenes in your editor scripts by calling [http://docs.unity3d.com/Documentation/ScriptReference/EditorBui ...and plays back user input as your game is running which would be handy for debugging and unit testing purposes.
    37 KB (4,587 words) - 00:19, 3 April 2015
  • Large Unity projects can suffer from very long compilation times. Moving C# scripts to DLL files prevents Unity from having to recompile every script on a proj ... building. This allows Unity to import the DLL file as a project asset, so scripts in the Unity project have access to all classes defined in the Dll.
    2 KB (325 words) - 23:12, 9 July 2015

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