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  • Add this script file into a folder called "Editor", and allow for unity to compile it. // 1) Add this script file into a folder called "Editor", and allow for unity to compile it.
    24 KB (2,284 words) - 20:45, 10 January 2012
  • == JavaScript - DrawLine.js - Editor version== // Draws a GUI line on the screen in an Editor window.
    14 KB (1,856 words) - 23:40, 20 August 2013
  • ...r the use of Blender camera shortcut keys to quickly center and rotate the editor camera. One issue with this script is that a game object must be selected The script below creates a Unity editor window titled 'Cam Control Window'. As long as this window is open, the ca
    5 KB (559 words) - 16:41, 8 December 2013
  • // optional, use gizmos to draw the path in the editor * Consider using Unity's Animation curve editor and AnimationCurve class
    55 KB (6,073 words) - 20:52, 10 January 2012
  • Create a file "OpenVisualStudioProject.cs" in the Assets\Editor directory (create it, it does not exist by default) and paste the code belo
    1 KB (136 words) - 20:45, 10 January 2012
  • '''Notice: Recent version of Unity automatically support multiple editor instances, so this trick is no longer necessary.''' If you want to conveniently open up a second instance of the Unity editor follow these steps:
    1 KB (225 words) - 21:06, 8 December 2018
  • * _StartupPriority is exposed in the editor so you can change it there for scene/object specific startup priorities
    4 KB (526 words) - 07:08, 14 November 2018
  • [[Category: Editor]] Editor script that automatically selects and scrolls to a specific gameObject in U
    2 KB (212 words) - 20:52, 10 January 2012
  • ...that, in Unity, you cannot see private variables in the editor (unless the editor is set to debug mode).
    17 KB (2,600 words) - 20:15, 21 November 2018
  • [[Category: Editor]] 1.Place the MassSetMaterials.js script in ''YourProject/Assets/Editor''.<br />
    1 KB (147 words) - 20:52, 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. The source obje
    9 KB (1,116 words) - 04:34, 17 August 2014
  • ...he ''useFAKEDmovement'' Variable to simulate movement of the iPhone in the Editor. Set Variable ''OSMZoom'' for different zoom levels (1-18). Just download var OSMZoom : int = 16; // Set Zoom manually in Editor (1-18)
    11 KB (1,336 words) - 09:41, 28 November 2012
  • [[Category: Editor Scripts]] Place this script in ''YourProject/Assets/Editor''.<br>
    5 KB (539 words) - 20:45, 10 January 2012
  • [MenuItem("Character Generator/Mass Material Editor")]
    3 KB (285 words) - 20:45, 10 January 2012
  • ...pt provides a solution to move the pivots of Game Objects within the Unity Editor. Place the script in the Editor folder under Assets (Project view of the Editor.)
    5 KB (769 words) - 14:33, 13 February 2013
  • ...ntax Definitions and open javascript.plist (should open with Property List Editor)
    2 KB (256 words) - 04:00, 21 January 2010
  • CsBiped.cs and CsBiredEditor is Editor scripts for search simplification of parts of a biped body. public class CsBipedEditor : Editor
    4 KB (389 words) - 20:44, 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]]
    17 KB (1,480 words) - 20:47, 10 January 2012
  • Editor Utility that lets you move multiple selected objects into a layer at once. Put this script into your project in the Editor folder. You will get the menu option Tools->Move selection to layer. Altern
    1 KB (150 words) - 20:45, 10 January 2012
  • ...rking stage (with some limitations). Put this script in you project/Assets/Editor folder. Reserves keyboard shortcut Ctrl-H (win) or Cmd-H (Mac).
    719 B (126 words) - 22:34, 9 February 2010
  • Optional component. Display the Orbiter component's properties in the editor. Does nothing in-game. // Recalculate the ellipse only when in the editor
    12 KB (1,370 words) - 20:52, 10 January 2012
  • '''Note''' - When running in the editor, scene view cameras will be included in the draw call count!
    1 KB (198 words) - 22:35, 19 January 2013
  • In the editor, a script that has been assigned to an object, but subsequently deleted has ...tor/FindMissingScripts.cs". Note that it is important to save it into the editor directory.
    4 KB (433 words) - 00:00, 1 November 2013
  • ...in Visual Studio integration, you'll want to drop the files in your "Unity\Editor\Data\lib" folder. If you had an existing Visual Studio project, you will ne
    8 KB (1,248 words) - 00:06, 21 November 2011
  • ...lly speeds up coding, and, so far anyway, I don't know of a similar (free) editor for Javascript.
    6 KB (948 words) - 21:33, 21 November 2018
  • [[Category:Editor Scripts]] Like all Editor scripts, this has to be put into a folder named ''Editor'', somewhere in your Assets folder.
    9 KB (1,413 words) - 18:53, 18 October 2013
  • 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
  • This script creates a new window in the editor with a autosave function. It is saving your current scene with an interval Create a new script called '''AutoSave.cs''' in the folder: Assets/Editor. Activate autosave via window > autosave.
    2 KB (253 words) - 20:44, 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.
    2 KB (270 words) - 00:57, 19 March 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]]
    3 KB (322 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 (119 words) - 20:45, 10 January 2012
  • Drop this script in the Editor folder in your Project and then right click on a folder and select "Build A
    2 KB (243 words) - 00:09, 27 March 2014
  • #Press Play, you should see the test output in the Unity3D editor console.
    3 KB (491 words) - 16:58, 15 April 2012
  • '''Antares Project''' is an extensive package of tools and Editor classes for simplification of creation of large and average projects. As it Creation of Curves in Editor<br>
    6 KB (688 words) - 10:45, 17 October 2010
  • Now create another script in the "Assets/Editor" folder named "ExposeProperties" and paste following code: ...hat the property is changing. Unfortunately, this exposes the field to the Editor (editing this value does not call the property getter/setter), so you have
    8 KB (895 words) - 19:18, 22 February 2016
  • You must place the script in a folder named '''Editor''' in your project's Assets folder for it to work properly. [[Category:Editor Scripts]]
    5 KB (659 words) - 01:57, 24 May 2014
  • You must place the script in a folder named "Editor" in your project's Assets folder for it to work properly.
    11 KB (1,082 words) - 20:48, 10 January 2012
  • This editor script adds the option to get the bounding box of an object's renderer in g
    2 KB (243 words) - 20:45, 10 January 2012
  • == PHP Editor Script ==
    14 KB (1,903 words) - 20:45, 10 January 2012
  • This is currently a much better alternative to using Editor.DrawDefaultInspector in your custom Transform inspector class since DrawDef Place TransformInspector.cs into an Editor folder inside of your project's Assets folder.
    5 KB (513 words) - 21:25, 26 September 2015
  • * Select "Tools-Tile Mapping->Tile Material Editor" namespace CBX.Unity.Editor.Windows
    26 KB (2,605 words) - 20:57, 15 December 2012
  • assigning data to the variable from within the editor.
    4 KB (539 words) - 19:18, 18 October 2018
  • [[Category: Editor Scripts]] Place the script in a folder named '''Editor''' in your project's Assets folder. Call it '''TerrainImporter.js'''.
    13 KB (1,632 words) - 20:53, 10 January 2012
  • This editor script creates a cone with the specified tessellation (=number of vertices) The resulting mesh will be added as an asset to Assets/Editor, so it can be used in prefabs etc.
    8 KB (1,008 words) - 20:45, 10 January 2012
  • * C:\Program Files\Unity\Editor\Data\Mono\lib\mono\2.0
    4 KB (525 words) - 18:05, 9 January 2013
  • Place the script inside the Editor folder. Select a GameObject and choose 'GameObject > Create Prefab From Sel [[Category:Editor Scripts]]
    5 KB (629 words) - 13:03, 27 April 2015
  • ...lies from Mono. In your Unity installation folder, go to the directory <tt>Editor/Data/Mono/lib/mono/2.0</tt> and copy these two files to your new <tt>Plugin ...ectory. Copy the following files from the Unity installation directory <tt>Editor/Data/Mono/lib/mono/2.0</tt>:
    12 KB (1,923 words) - 00:51, 26 January 2012
  • ...pt eh? Ok, if you haven't already done this, go to the top of the UniSciTE editor and select View > Toggle all Folds. This will collapse each function down t
    16 KB (2,421 words) - 20:52, 10 January 2012
  • To install, just place the script in ''Assets/Editor'' folder.
    20 KB (1,596 words) - 20:44, 10 January 2012
  • This Editor wizard generates the terrain heights from a perlin noise function. Access i [[Category:Editor Scripts‏‎]]
    2 KB (210 words) - 20:25, 11 January 2013
  • Place this script in ''YourProject/Assets/Editor'' and a menu item will automatically appear in the 'Game Object' menu after g = (GameObject)Editor.Instantiate(replacement);
    3 KB (246 words) - 06:36, 19 July 2013
  • Editor Utility that lets you set or clear the 'static', 'active', 'cast shadows' a Put this script into your project in the Editor folder. You will get the menu option GameObject->Static->Yes/No GameObject-
    3 KB (296 words) - 20:52, 10 January 2012
  • Editor Utility that lets you set or clear the 'static' property on all selected ob Put this script into your project in the Editor folder. You will get the menu option GameObject->Set Static and GameObject-
    957 B (113 words) - 10:54, 10 December 2012
  • *5. Then assign the 4 wheels to the CarController properties in the editor. Note that the wheels have a default radius of 0.5 units and a suspension l
    3 KB (395 words) - 20:47, 10 January 2012
  • ...vidual image from a massive tileset, and apply that image to a sprite. An editor script allows you to pick out an image of any rectangular size from a given ...Editor and TileSelectorEditor are Editor scripts and must be placed in the Editor folder of your project hierarchy. TileManager is the base script that kick
    10 KB (1,147 words) - 20:47, 10 January 2012
  • ...cktrace in this situation. You'll have to figure things out from the Unity editor. Alternatively, you can try the method explained [http://www.codza.com/how-
    5 KB (743 words) - 21:25, 15 May 2012
  • Allows execution of arbitrary code snippets in the editor. This makes use of the undocumented UnityEditor.Macros.MacroEvaluator class ...then click the Execute button. See [http://www.matthewminer.com/2010/unity-editor-macros/ this blog post] for examples.
    1 KB (147 words) - 20:45, 10 January 2012
  • This script extends the Unity editor when editing a BoxCollider. Depending on the transformation mode it shows 6 You must place the script in a folder named '''Editor''' in your project's Assets folder for it to work properly.
    10 KB (1,037 words) - 15:41, 22 February 2013
  • ... Here is a fixed version of the script that works on device and inside the Editor's preview window:
    12 KB (1,515 words) - 06:29, 26 August 2016
  • LineMup is an editor script that can align and distribute spacing evenly among multiple objects ...e the script in the "Editor" folder in the Project pane. If there isn't an Editor folder, create it and place the script inside.
    11 KB (1,354 words) - 20:52, 10 January 2012
  • * Place the scripts in a folder named '''Editor''' in your project's Assets folder.
    28 KB (2,314 words) - 09:35, 3 February 2020
  • Simple editor script that will copy the path to any selected project pane item to the cli Place this script in ''YourProject/Assets/Editor'' and the menu items will appear in Custom \ Selection \ Print Asset Locati
    895 B (111 words) - 20:44, 10 January 2012
  • You must place the script in a folder named "Editor" in your project's Assets folder for it to work properly.
    7 KB (727 words) - 22:18, 31 May 2013
  • You must place the script in a folder named "Editor" in your project's Assets folder for it to work properly. Select Material asset, then choose "Custom/Bake Material ..." menu item. Editor window will open where you can tweak additional lighting and setup texture
    14 KB (1,303 words) - 20:52, 10 January 2012
  • 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
  • This is an editor script for Unity3D. ...an download the files from [http://www.unifycommunity.com/wiki/images/b/bc/Editor.zip here.]
    720 B (131 words) - 10:31, 29 March 2011
  • The output is sent to the console window in Unity3D Editor.
    648 B (73 words) - 20:57, 10 January 2012
  • ...d can be set for each node in the Unity Editor. The package also includes editor scripts to override the default inspector for the Spline object (which cont ... make way to a "brush"-like interface. I'll see how easy this is to do in-editor, because it would be inconvenient to have to create splines in-game for man
    20 KB (3,232 words) - 07:59, 7 September 2013
  • Place the script inside a folder named Editor. e.g. Assets/Editor public class CreateGameObjectLocal : Editor
    2 KB (276 words) - 20:45, 10 January 2012
  • ** When autoconnect profiler is enabled the Editor can become unresponsive after selecting Build and run for Android.
    3 KB (440 words) - 21:08, 8 December 2018
  • ...nlock levels in our game as the player progressed..... so we made a simple editor script to make it much easier to delete them. [[Category:Editor Scripts]]
    696 B (86 words) - 00:41, 20 January 2013
  • [[Category: Editor Scripts]] An in-editor version is now available and should be used instead of manual scripting: ht
    5 KB (731 words) - 12:29, 21 March 2014
  • ... get a warning if you don't do this, and your project will run fine in the editor, however, it will fail to work when you actually build your project, and wi ...ity Indie, but it doesn't seem to have an effect on the actual play in the editor, nor does it seem to effect the ability to build stand-alone versions.
    13 KB (1,683 words) - 01:21, 5 April 2014
  • ...ArrayType' near the bottom). Save the file as EditorPrefsX.js and place in Editor folder.
    41 KB (4,926 words) - 08:55, 20 June 2014
  • Place the EdgeAlignerToolEditorWindow script in your project's Editor folder. A new sub-menu named '''Specialized Tools''' will appear in Unity's
    11 KB (925 words) - 20:45, 10 January 2012
  • This editor window allows you to view and edit webplayer-PlayerPrefs files (*.upp) righ -editor. It's just a quick and dirty implementation. It has some error checks but i
    10 KB (967 words) - 20:47, 10 January 2012
  • Put this line inside your custom inspector/editor script's OnInspector() somewhere: ... GUIContent("Custom Editor Script"), AssetDatabase.LoadAssetAtPath("Assets/Editor/" + GetType().Name + ".cs", typeof(MonoScript)), typeof(MonoScript));</synt
    546 B (73 words) - 20:45, 10 January 2012
  • ...ht variables in the script to the values that you've decided to use in the Editor. ScaledRect.js is not a MonoBehaviour script and therefore does not need to ...onverted to dynamic scaling with a simple "Find and Replace" on the Script Editor. In addition, this function can also be used to scale non-GUI elements that
    2 KB (360 words) - 20:52, 10 January 2012
  • [[Category: Editor Scripts]][[Category: C Sharp]][[Category: ScriptableObject]] ...ith the name of your ScriptableObject-inheriting class, and place it in an Editor folder. You will now be able to create a uniquely named YourClass asset fil
    2 KB (273 words) - 12:55, 13 October 2014
  • !align=left| Editor ...where, or "Standard Assets/Editor", "Pro Standard Assets/Editor", "Plugins/Editor" if in one of these special folders
    2 KB (298 words) - 18:41, 23 May 2014
  • ...from resources gives you the benefit of configuring the scripts inside the editor as well.
    12 KB (1,458 words) - 20:47, 10 January 2012
  • [[Category:Editor Scripts]]
    7 KB (803 words) - 23:32, 28 April 2014
  • ...just leave the "Length" slider untouched and open the "Growth Scale" curve editor.<br>Of course you might just increase the distance between start and end of
    29 KB (4,963 words) - 00:35, 7 June 2012
  • Put this script in an Editor/ folder and you'll now have the ability to add a Unity IDE *cancelable* pro
    5 KB (629 words) - 20:47, 10 January 2012
  • This editor script will prevent Unity from modifying the polygon ordering in a model up To use this script, place it in the Assets/Editor directory. It will only run on models with an accompanying .csv file contai
    5 KB (708 words) - 00:19, 29 February 2012
  • A simple tile editor script. The second script you need to place in the Editor folder, it extends the Tiles class.
    13 KB (1,641 words) - 20:47, 10 January 2012
  • Save this script as Autorun.cs in your Editor folder: ...nt http://answers.unity3d.com/questions/45186/can-i-auto-run-a-script-when-editor-launches-or-a.html
    809 B (90 words) - 20:44, 10 January 2012
  • Add the following class in an Editor directory public class PolyLineEditor : Editor {
    8 KB (739 words) - 10:33, 6 September 2012
  • ... be used primarily for development purposes such as debugging displays and editor inspectors. For performance critical in-game UI you should use the newer [h
    8 KB (1,314 words) - 15:18, 25 July 2019
  • == Editor ==
    8 KB (1,143 words) - 23:45, 14 November 2018
  • *[[TextManager]] - Uses [http://en.wikipedia.org/wiki/Gettext gettext] and PO Editor for translating text. *[[UVTransfer]] - Editor script to transfer UVs between two models.
    11 KB (1,614 words) - 23:45, 14 November 2018
  • *[[FlyThrough]] - A basic fly through camera movement like the one within the editor. *[[Biped Parts Finder]] - Editor script for search simplification of parts of a biped body.
    8 KB (1,174 words) - 22:39, 5 November 2018
  • == Editor Scripts == ...NG]] - Creates a directory of PNG files from any animation you play in the editor.
    16 KB (2,366 words) - 18:54, 31 January 2020
  • This simple C# class is a timer component that times down from an editor set duration to 0.
    3 KB (374 words) - 20:45, 10 January 2012
  • ...ptReference/MonoBehaviour.Reset.html MonoBehaviour reserved method] for in-Editor component resetting. Feel free to suggest a better naming in the [[{{TALKPA
    13 KB (1,334 words) - 20:45, 10 January 2012
  • ...d is POT and PO files created by any po editor, or even just use your text editor of choice with the standards in mind.
    8 KB (808 words) - 17:04, 21 January 2012
  • Place this script in ''YourProject/Assets/Editor''. Go to File > AutoBuilder and select a platform. These methods can also b Place in an Editor folder.
    5 KB (555 words) - 20:44, 10 January 2012
  • [[Category:Editor Scripts]] The purpose of this script is to load content of selected AssetBundle in Editor
    4 KB (424 words) - 21:56, 27 September 2012
  • [[Category: Editor]] [[Category: Editor Scripts]]
    13 KB (1,572 words) - 20:51, 14 March 2012

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