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  • When you're working in your text editor, it can be a nuisance to have to manually switch back to Unity to test your ...r supports (probably 'script'), and place it in a location where your text editor will be able to find it.
    1,009 B (158 words) - 20:57, 10 January 2012
  • 123 B (19 words) - 18:08, 27 December 2005
  • 1. In Unity, set your script editor to Dreamweaver:
    2 KB (332 words) - 01:51, 9 January 2009
  • Notepad++ is a powerful text editor based on Scintilla (which is where UniSciTE is also based from). It is avai # Change your External Script Editor to Notepad++ (In Unity, Edit> Preferences > General)
    3 KB (428 words) - 04:57, 2 April 2010
  • Notepad++ is a powerful text editor based on Scintilla (which is where UniSciTE is also based from). It is avai # Change your External Script Editor to Notepad++ (In Unity, Edit> Preferences > General)
    6 KB (959 words) - 18:21, 14 June 2014
  • ...omeone else.)". I got rid of the redirect named Using Notepad as a script editor, though. Not sure how to fix this without editing the database directly. -
    2 KB (319 words) - 06:40, 7 October 2012
  • File:Editor.zip
    (3 KB) - 11:04, 15 March 2011
  • Strumpy Shader Editor's author: Stramit Please post and share your Strumpy Shader Editor graphs (*.sgraph) here so others in the community may learn from and use th
    653 B (92 words) - 10:58, 30 March 2011
  • == Editor Scripts == ...NG]] - Creates a directory of PNG files from any animation you play in the editor.
    16 KB (2,381 words) - 21:25, 25 May 2020
  • 404 B (64 words) - 10:44, 28 December 2011
  • It has a public string guid, variable which this editor script sets every-time I run it. As I create new items, I re-run the script
    2 KB (261 words) - 16:46, 4 July 2013
  • == Editor Scripting == ...ipts can specialise the way that a components properties are presented and Editor windows can extend this functionality further by creating custom palettes t
    7 KB (1,111 words) - 12:45, 1 November 2013
  • #REDIRECT [[Editor Scripting Detailed Overview]]
    48 B (5 words) - 12:45, 1 November 2013
  • '''''Sublime Text''''' is a popular cross-platform text and source code editor. It is extendable and its community has contributed numerous packages (plug # Change your External Script Editor to Sublime Text:
    12 KB (1,745 words) - 14:30, 3 October 2019

Page text matches

  • * [[Wizards]] - Scripts to extend the Unity editor.
    6 KB (826 words) - 11:45, 18 July 2018
  • // Ensure that the instance is destroyed when the game is stopped in the editor.
    1 KB (152 words) - 06:50, 14 November 2018
  • == My Editor script won't compile! == ...hy.Editor_Classes.html UnityEditor namespace] must be placed in the Assets/Editor folder in your project folder.
    4 KB (592 words) - 20:52, 10 January 2012
  • 1.) MonoDevelop/Visual Studio (or whatever text editor you are using) will crash, because auto-completion will try to load ''all''
    14 KB (2,338 words) - 20:12, 12 April 2016
  • Place this script in ''YourProject/Assets/Editor'' and a menu item will automatically appear in the GameObject menu after it
    2 KB (194 words) - 20:45, 10 January 2012
  • * line spacing is correct (To see this; drag and let go in the editor
    13 KB (1,602 words) - 03:38, 1 December 2015
  • * 1) Public Properties (setable in the editor)
    28 KB (3,732 words) - 20:47, 10 January 2012
  • When you're working in your text editor, it can be a nuisance to have to manually switch back to Unity to test your ...r supports (probably 'script'), and place it in a location where your text editor will be able to find it.
    1,009 B (158 words) - 20:57, 10 January 2012
  • ...periments with this class, I discovered that, when testing the game in the editor, s_Instance would tend to retain the instance used in the previous run of t ...nsures that it will always be invalid the next time the game is run in the editor, which will cause a new object to be created. --[[User:NCarter|NCarter]] 09
    2 KB (299 words) - 17:07, 13 March 2011
  • |Editor
    4 KB (495 words) - 14:34, 4 September 2011
  • ...tton is set to "Jump" You can easily edit the name of the button from the editor, just make sure you have created a button axis with that name.
    2 KB (247 words) - 20:52, 10 January 2012
  • This editor script takes screenshots for you when you press command-control-s. The scr Place this script in ''YourProject/Assets/Editor'' and a menu item will automatically appear in the Custom menu after it is
    1 KB (157 words) - 20:47, 10 January 2012
  • * [[Array Editing]] - Undocumented features that make editing arrays in the editor less painful. * [[Quick Editor - Generate Hashes]] - An example on how to create a quick editor script to generate MD5 Hashes on a list of game objects
    4 KB (647 words) - 23:21, 11 October 2020
  • ''These scripts go in the Assets/Editor folder of your project.'' *[[Deselect]] - Sets the current selection in the editor to nothing. Deselects all.
    4 KB (623 words) - 22:54, 31 January 2014
  • ... pbpaste | expand -t 4 | pbcopy '' (This example assumes you have set your editor to have a tab stop every 4 characters).
    2 KB (274 words) - 00:46, 19 October 2020
  • There is a free Unity Editor add-in on the asset store for the IRC channel:
    9 KB (1,574 words) - 17:14, 7 May 2019
  • ...phics memory. There is no need to edit the size of textures in your image editor. You can edit the size that Unity imports the image on in each image's Set
    11 KB (1,810 words) - 22:19, 12 April 2013
  • If you need your editor scripts to have the same functionality as “Assets->Show In Explorer” ch When writing editor scripts involving [http://docs.unity3d.com/ScriptReference/EditorWindow.htm
    21 KB (2,794 words) - 05:23, 17 January 2016
  • I'm an currently a Review Editor for Manning Publications. I also work with my colleagues in the Marketing a
    396 B (69 words) - 17:15, 20 May 2015
  • * [[Using Notepad Plus Plus as a script editor]] Notepad++ is a powerful text editor based on Scintilla (which is where UniSciTE is also based from). It is avai ...ipt editor]] Sublime Text is a popular cross-platform text and source code editor. It is extendable and its community has contributed numerous packages(plugi
    4 KB (604 words) - 17:00, 7 May 2019
  • This editor script sets the current selection to all the lights in your scene. Place this script in ''YourProject/Assets/Editor'' and a menu item will automatically appear in the Custom menu after it is
    935 B (105 words) - 20:45, 10 January 2012
  • This editor script sets the current selection to your main camera. More technically, i Place this script in ''YourProject/Assets/Editor'' and a menu item will automatically appear in the Custom menu after it is
    940 B (122 words) - 20:45, 10 January 2012
  • This editor script sets the current selection to nothing. It deselects. Place this script in ''YourProject/Assets/Editor'' and a menu item will automatically appear in the Custom menu after it is
    2 KB (206 words) - 20:52, 10 January 2012
  • This editor pops up a wizard window that will allow you to enter what number you would Place this script in ''YourProject/Assets/Editor'' and a menu item will automatically appear in the Custom menu after it is
    1 KB (166 words) - 20:47, 10 January 2012
  • This editor script takes the current object selected in your hierarchy and toggles whet Place this script in ''YourProject/Assets/Editor'' and a menu item will automatically appear in the Custom menu after it is
    2 KB (207 words) - 20:53, 10 January 2012
  • This editor script allows you to select any number of objects in your scene at any time Place this script in ''YourProject/Assets/Editor'' and menu items will automatically appear in the Custom menu after it is c
    3 KB (329 words) - 20:47, 10 January 2012
  • You must place the script in a folder named '''Editor''' in your project's Assets folder for it to work properly. [[Category:Editor Scripts]]
    2 KB (276 words) - 20:45, 10 January 2012
  • You must place the script in a folder named '''Editor''' in your project's Assets folder for it to work properly. [[Category:Editor Scripts]]
    1 KB (184 words) - 14:17, 1 June 2012
  • ...ce/MonoBehaviour.Reset.html Reset]''' - called when the script is reset ''(Editor Only)''
    7 KB (949 words) - 06:30, 12 April 2020
  • ... new javascript file in your Unity Project. (It does not have to be in an "Editor" folder.) ...ill be in your project's root folder, so they will not appear in the Unity Editor.
    3 KB (427 words) - 01:09, 18 March 2014
  • ...n ObjExporter.cs, this "wrapper" lets you export to .OBJ directly from the editor menu. This should be put in your "Editor"-folder. Use by selecting the objects you want to export, and select
    11 KB (1,281 words) - 17:21, 7 January 2016
  • This editor script sets the current selection in the Unity editor to be the specified class name, e.g. Transform or MyScript. Place this script in ''YourProject/Assets/Editor'' and a menu item will automatically appear in the Custom menu after it is
    1 KB (150 words) - 20:45, 10 January 2012
  • ...rg/index.php/Manual/PartI/Interface/Window_types window type] to 'UV/Image Editor'. *Open the pane texture with a picture editor of your choice. I'll use The Gimp in this tutorial.
    8 KB (1,344 words) - 19:26, 19 October 2009
  • '''Note''': there is a much better in-editor version of this: [[MeshInfo]] script. Thus this one is kind of obsolete.
    1 KB (175 words) - 20:52, 10 January 2012
  • Place this script in ''YourProject/Assets/Editor/MeshInfo.cs'' and a menu item will automatically appear in the Custom menu
    3 KB (265 words) - 20:45, 10 January 2012
  • You must place the script in a folder named '''Editor''' in your project's Assets folder for it to work properly. [[Category:Editor Scripts]]
    8 KB (877 words) - 10:15, 28 April 2017
  • of Unity Editor, also adding certain auxiliary methods, in order to improve your project == Strumpy Shader Editor ==
    1 KB (213 words) - 16:31, 23 May 2014
  • This article shows how you can extend the editor to highlight and autocomplete (most) Unity keywords as well.
    2 KB (272 words) - 20:10, 8 December 2018
  • This Editor script helps to delete a special type of components which are attached to t You must place the script in a folder named '''Editor''' in your projects Assets folder for it to work properly.
    1 KB (142 words) - 20:45, 10 January 2012
  • You must place the script in a folder named '''Editor''' in your projects Assets folder for it to work properly.
    2 KB (158 words) - 20:45, 10 January 2012
  • You must place the script in a folder named '''Editor''' in your projects Assets folder for it to work properly.
    2 KB (306 words) - 20:44, 10 January 2012
  • ...d the boolean line. It is the (embarrassing) result of this being my first editor script and as you can see, I'm learning .js and C# too. And on second look
    2 KB (268 words) - 09:36, 12 December 2006
  • // During in-editor play, the Inspector won't show your angle properly due to
    8 KB (1,014 words) - 05:51, 14 November 2018
  • ...he need to break the link to the original file due to cleanup in the Unity Editor.
    5 KB (787 words) - 11:23, 24 April 2013
  • You must place the script in a folder named '''Editor''' in your project's Assets folder for it to work properly. [[Category:Editor Scripts]]
    2 KB (241 words) - 10:20, 6 July 2014
  • This script simulates an IMU. You can specify the update rate in the editor. It can use a [[Sender]] script to send the readings to a remote machine.
    2 KB (282 words) - 20:52, 10 January 2012
  • The Server script opens a .NET socket on port 9349 (editable in the editor) and listens for incoming TCP connections. This was based on the server po
    11 KB (1,284 words) - 20:45, 10 January 2012
  • Place this script in ''YourProject/Assets/Editor/NudgeGUIElements.cs'' and menu items will automatically appear in the Custo // Trick Editor into updating
    3 KB (321 words) - 20:45, 10 January 2012
  • This editor script creates a pseudo-torus at the origin with parameters radius and thic Place this script in ''YourProject/Assets/Editor'' and a menu item will automatically appear in the "GameObject/Create Other
    2 KB (229 words) - 20:45, 10 January 2012
  • Update for Unity 5 and editor gizmo that shows gravity range.
    3 KB (285 words) - 19:07, 4 December 2015
  • Editor, Fun-Motion
    55 B (7 words) - 22:02, 23 April 2007
  • ... Detailed Overview]] - Useful for people who want to write more complex in-editor tools.
    2 KB (232 words) - 18:15, 7 February 2019
  • ...we gave our variable in code is now overridden by the value we used in the editor, We're making progress...
    21 KB (3,491 words) - 23:16, 1 December 2012
  • ... the object by applying a placement size transform of {-1,0} in the object editor.
    6 KB (875 words) - 20:45, 10 January 2012
  • ... or is this script unreliable? After getting a usable setting in the unity editor, the runtime webplayer behaves different.Ie bobs up and down almost twice a
    226 B (41 words) - 00:49, 15 June 2007
  • //Do not modify it using the code editor.
    38 KB (4,148 words) - 20:47, 10 January 2012
  • This editor script adds a Find function to the GameObject menu. It allows you to search Place this script in ''YourProject/Assets/Editor'' and the menu items will appear in the GameObject menu once it is compiled
    6 KB (603 words) - 20:45, 10 January 2012
  • This editor script lets you take "3D Screenshots" of a specified object using the Game * Place this script in ''YourProject/Assets/Editor'' and a menu item will automatically appear in the Custom menu after it is
    4 KB (626 words) - 20:47, 10 January 2012
  • This editor script adds the option to add a component to an object and all its children Place this script in ''YourProject/Assets/Editor'' and the menu items will appear in the GameObject menu once it is compiled
    2 KB (238 words) - 16:19, 11 December 2012
  • ... don't need a constructor, as you'll want to set the initial values in the editor. But you can place a default value if none is supplied by initializing vari
    18 KB (2,805 words) - 20:45, 10 January 2012
  • * 1) Public Properties (setable in the editor)
    23 KB (3,058 words) - 20:47, 10 January 2012
  • ... this model, then set the smoothing angle to 179.5 degrees in the Material Editor. (See Evasion3D Microwave description in "Textures" section below.)
    5 KB (782 words) - 00:57, 14 June 2010
  • try { form.AddField("Running In","editor"); } finally {} { }
    4 KB (497 words) - 20:45, 10 January 2012
  • '''Debug.Break();''' pauses the game in the editor at that exact point. It's very useful if you want to examine the state of o
    19 KB (2,861 words) - 21:20, 21 November 2018
  • Brand new Editor version, kinda inspired by Juha's one. -Berenger
    10 KB (971 words) - 21:34, 15 March 2014
  • ... second camera can have motion. Also, it doesn't really work right in the editor. This is just cosmetic, and doesn't affect an actual game build.
    2 KB (333 words) - 05:07, 31 October 2013
  • * [[2DShooter_Part3|Part 3 - Adding the enemy to the level editor]]
    521 B (69 words) - 15:55, 17 October 2011
  • First, draw an enemy of some kind in your image editor of choice. The size of the graphic should be a power of two and reasonably
    8 KB (1,381 words) - 19:30, 19 October 2009
  • == Adding the object to the level editor == ...ents a collection of 8 different tiles that are automatically drawn by the editor, depending on the tile's neighbors. Change the Size element to 5, and drag
    3 KB (477 words) - 19:30, 19 October 2009
  • ... your enemies will appear in the locations where you put them in the level editor. They won't actually do anything right now, since they don't have any scri ...reated to Enemy. Double-click on the Enemy script to open it in your text editor.
    12 KB (1,967 words) - 20:52, 10 January 2012
  • ...ctions.Generic.Dictionary`2 cache) (at C:/BuildAgent/work/f724c1acfee760b6/Editor/Mono/AssemblyHelper.cs:52) ..., System.String[] foldersToSearch) (at C:/BuildAgent/work/f724c1acfee760b6/Editor/Mono/AssemblyHelper.cs:86)
    16 KB (2,256 words) - 03:08, 9 November 2012
  • [[Category: Editor Scripts]] You must place the script in a folder named '''Editor''' in your project's Assets folder for it to work properly. Also it must be
    14 KB (1,504 words) - 04:32, 17 August 2014
  • Place the script in the Editor folder and run the wizard from GameObject/Lightmap Wizard. [[Category:Editor Scripts]]
    15 KB (1,747 words) - 20:45, 10 January 2012
  • Place the script in the Editor folder and run the wizard from GameObject/Lightmap Wizard (Pixel). [[Category:Editor Scripts]]
    18 KB (2,120 words) - 20:45, 10 January 2012
  • This editor script for export lightmap from selected terrain and save it image in Asset Place this script in ''YourProject/Assets/Editor'' and the '''"Export LightMap"''' menu items will appear in the '''Terrain'
    1 KB (144 words) - 20:52, 10 January 2012
  • This is editor script for export lightmap from selected terrain and save it as image in As Place this script in ''YourProject/Assets/Editor'' and the '''"Export LightMap"''' menu items will appear in the '''NeoTools
    1 KB (150 words) - 20:52, 10 January 2012
  • [[Category: Editor]] 1.Place the SelectedCameraViewScene script in ''YourProject/Assets/Editor''.
    3 KB (285 words) - 20:52, 10 January 2012
  • Place it inside the Editor folder. Then, you can click "Custom/Stats/Count Lines" public class CountLines: Editor{
    5 KB (502 words) - 19:28, 27 October 2012
  • Place NoteEditor in the Editor folder in your assets folder. public class NoteEditor : Editor
    2 KB (245 words) - 04:38, 15 November 2015
  • This editor script adds the option to get the dimensions of an object's renderer in gam
    1 KB (118 words) - 20:45, 10 January 2012
  • You must place the script in a folder named "Editor" in your project's Assets folder for it to work properly.
    9 KB (981 words) - 20:52, 10 January 2012
  • ...lorer, include the new renamed script, and finally rename the class in the editor (and enjoy some sweet refactoring :). It's a tad tedious, but once you get === Using Visual C# Express As the code editor ===
    10 KB (1,678 words) - 20:47, 10 January 2012
  • ...king space-games or similar.[[Image:Bild 1.png|right|thumb|200px|Flares in editor mode]]
    401 B (62 words) - 19:11, 19 October 2009
  • Place this script in ''YourProject/Assets/Editor'' and a menu item will automatically appear in the "GameObject/Smart Clone"
    4 KB (387 words) - 20:47, 10 January 2012
  • Place this script in ''YourProject/Assets/Editor'' and a menu item will automatically appear in the "GameObject/Smart Clone
    18 KB (1,419 words) - 20:47, 10 January 2012
  • [[Category:Editor Scripts]] You must place the script in a folder named '''Editor''' in your project's Assets folder for it to work properly.
    3 KB (468 words) - 20:52, 10 January 2012
  • ... don't need a constructor, as you'll want to set the initial values in the editor. But you can place a default value if none is supplied by initializing vari
    22 KB (3,261 words) - 00:42, 22 November 2018
  • FindObjects.SelectObject (Int32 newSelection) (at Assets/Editor/FindObjects.js:157) FindObjects.OnWizardCreate () (at Assets/Editor/FindObjects.js:84)
    391 B (59 words) - 11:36, 23 July 2008
  • ...ayer (tested on webplayer) but not in the editor (x0.87 works great in the editor, but not in players). I couldn't explain it. ...orks in builds though, but I can't imagine what would be causing it in the editor. I also can't reproduce the alpha thing, sorry.... --Eric
    8 KB (1,516 words) - 19:20, 19 August 2008
  • If working from the editor, when you save a script (and thus force a recompilation), your static const Editor-only. Called even if the behaviour is disabled.
    6 KB (876 words) - 17:54, 3 November 2012
  • You must place the script in a folder named "Editor" in your project's Assets folder for it to work properly.
    3 KB (319 words) - 20:53, 10 January 2012
  • *[http://angryant.com/behave Behave] - Via an editor extension and a runtime library, this project implements behaviour trees in ...required to use these plugins. This kind of plugin can only be used in the editor and in standalone builds. The web player is prevented from using them for
    5 KB (802 words) - 13:50, 6 February 2015
  • ...required to use these plugins. This kind of plugin can only be used in the editor and in standalone builds. The web player is prevented from using them for
    6 members (0 subcategories, 0 files) - 13:48, 6 February 2015
  • Here is a unityPackage that contains two Editor scripts, one that "merge" two OBJ meshes and transfers the UVs from one to
    1,017 B (175 words) - 21:07, 5 October 2008
  • [[Category:Editor Scripts]] You must place the script in a folder named '''Editor''' in your project's Assets folder for it to work properly.
    5 KB (680 words) - 22:29, 2 September 2013
  • Grome: http://www.quadsoftware.com/index.php?m=section&sec=product&subsec=editor ...dan's excellent Unity Terrain toolkit, which plugs straight into the unity editor, and can quickly produce some very believable results.
    54 KB (8,866 words) - 23:14, 14 October 2012
  • // During in-editor play, the Inspector won't show your angle properly due to
    6 KB (797 words) - 06:02, 14 November 2018
  • ...l see a notice on your phone that it is waiting for you to hit play in the editor. # Switch to the Unity editor window and hit the play button in the lower-left-hand corner of the window.
    12 KB (2,196 words) - 14:50, 4 September 2011
  • Double click a material and click the Editor tab in the top middle pane to see the code. ...re state editor. Or remove the following items from the rfx file in a text editor:
    8 KB (1,249 words) - 14:02, 6 February 2015
  • 1. In Unity, set your script editor to Dreamweaver:
    2 KB (332 words) - 01:51, 9 January 2009

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