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  • {{Scripts Navigation}} ...ister scripts to receive and post notifications. Handles messaging across scripts without references to each other.
    8 KB (1,185 words) - 06:14, 9 October 2020

Page text matches

  • #REDIRECT [[Scripts/Utility]]
    29 B (3 words) - 22:38, 14 November 2018
  • ''These scripts go in the Assets/Editor folder of your project.'' *[[SmartClone]] - Object duplication utility similar to the one found in Maya and 3D studio.
    4 KB (623 words) - 22:54, 31 January 2014
  • * MeshSerializer.js is an utility class to do the actual mesh serialization. Has comments inside. * SaveMeshForWeb.js and LoadMeshFromWeb.js are example usage scripts.
    11 KB (1,397 words) - 20:52, 10 January 2012
  • [[Category:Scripts]] [[Category:Utility]]
    793 B (97 words) - 00:31, 20 January 2013
  • [[Category: Utility]] ...lder, make it a static function some place if you need to access it in all scripts:
    8 KB (1,022 words) - 20:56, 3 September 2015
  • ...an one class in the same file, which is particularly useful where you need utility classes which aren't descended from MonoBehaviour. public age : int; // other scripts which have a reference to this object (e.g. if they're attached to the same
    19 KB (2,861 words) - 21:20, 21 November 2018
  • [[Category: Utility]] ...LABColor.cs in a 'Plugins' folder to ensure that it is accessible to other scripts.
    6 KB (922 words) - 20:45, 10 January 2012
  • ...hould be in Standard Assets/Scripts so it can easily be used by C# and Boo scripts. Call it PlayerPrefsX, and then you can use PlayerPrefsX.GetBool and Playe [[Category: Utility]]
    2 KB (220 words) - 17:39, 14 May 2014
  • * MeshSerializer.js is an utility class to do the actual mesh serialization. Has comments inside. * SaveMeshForWeb.js and LoadMeshFromWeb.js are example usage scripts.
    24 KB (3,212 words) - 19:47, 20 April 2015
  • 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
  • [[Category: Scripts]] If you can't see a polygon created with this utility, remember to check if the polygon is facing the opposite direction. If it i
    9 KB (1,254 words) - 15:28, 4 December 2018
  • * In the editor, this change will persist across runs. However, the scripts still need to be attached to the correct objects in a build in order to wor [[Category: Utility]]
    3 KB (431 words) - 01:06, 26 March 2016
  • ...ripts folder in Standard Assets; this way it can be called from C# and Boo scripts. Call it PlayerPrefsX, and then you can use the following functions: [[Category: Utility]]
    28 KB (3,215 words) - 19:56, 17 April 2012
  • [[Category:Scripts]] [[Category:Utility]]
    33 KB (4,475 words) - 13:28, 31 March 2015
  • [[Category:Scripts]] [[Category:Utility]]
    6 KB (616 words) - 05:44, 16 January 2021
  • [[Category:Scripts]] [[Category:Utility]]
    9 KB (1,449 words) - 20:25, 30 June 2015
  • /// Some utility functions for procedurally generating or modifying textures at runtime ... put this in your Assets/Plugins directory and call like so in any of your scripts:
    1 KB (191 words) - 23:57, 19 January 2013
  • ...prises three scripts. TileManagerEditor and TileSelectorEditor are Editor scripts and must be placed in the Editor folder of your project hierarchy. TileMan Place these two scripts in the Editor folder:
    10 KB (1,147 words) - 20:47, 10 January 2012
  • [[Category:Scripts]] [[Category:Utility]]
    19 KB (2,236 words) - 00:15, 20 January 2013
  • [[Category:Scripts]] [[Category:Utility]]
    7 KB (858 words) - 00:26, 20 January 2013

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