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  • 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 (922 words) - 00:35, 20 January 2013
  • ... 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
  • // 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
  • ... 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
  • //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
  • 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
  • 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
  • ... doing so!'') Fill in the allocBlockSize and material values in the Unity editor. The SpriteManager is now ready to use. === Editor Settings ===
    78 KB (10,472 words) - 13:37, 22 October 2012
  • You must place the script in a folder named '''Editor''' in your project's Assets folder for it to work properly. // import settings of a single texture. Put this into Assets/Editor and once compiled by Unity you find
    17 KB (1,450 words) - 20:45, 10 January 2012
  • *'''Reset''' - called when the script is reset ''(Editor Only)''
    3 KB (430 words) - 21:02, 21 October 2009
  • [[Category: Editor Scripts]] You must place the script in a folder named '''Editor''' in your project's Assets folder for it to work properly. When this is d
    5 KB (734 words) - 19:08, 24 June 2013
  • ...d on this page, Aubrey Falconer created a new one using the Strumpy Shader Editor that is compatible with Unity 3, incorporates soft particle blending, autom
    16 KB (1,929 words) - 13:12, 9 June 2015
  • ! UnityScript Editor ...res], [http://www.arsoftware.co.uk/products/unityscript-editor UnityScript Editor Product Page]
    10 KB (1,352 words) - 17:05, 25 April 2014
  • [[Category:Editor Scripts]] ...o this, you're basically stuck unless you export the heightmap to an image editor and brighten it. This will effectively raise the terrain, but can be probl
    5 KB (537 words) - 19:25, 15 January 2013
  • This editor script adds the ability to normalize a selected terrain heightmap.
    5 KB (540 words) - 20:52, 10 January 2012
  • For a more full-featured version of this script, including a custom editor window for better IDE integration, Save it as "SceneDumper.cs" below your project's Editor folder. You will now have a Debug menu containing a "Dump Scene" menu item.
    3 KB (333 words) - 20:45, 10 January 2012
  • ...BuildPlayer (no file extension) in the Assets\Editor directory. Create the Editor directory if it does not already exist. This is easiest to do from the Fin
    5 KB (542 words) - 19:07, 19 October 2009
  • 1. Place this script in YourProject/Assets/Editor and a menu item will automatically appear in the Custom menu after it is co [[Category:Editor]]
    2 KB (230 words) - 20:44, 10 January 2012
  • In the same day, an Editor script in Unity is finished to handle data transfer from Maya. ====Editor Script====
    3 KB (447 words) - 19:03, 19 October 2009
  • ...e compiler for JavaScript, however, your scripts get compiled by the Unity editor as soon as you save them.
    6 KB (885 words) - 21:29, 21 November 2018
  • 4) Get free PSPad Editor (http://www.pspad.com) or any other which can convert files to UTF-16 LE c 5) Open in PSPad Editor "\Assets\Cyr_test.js" and save it as UTF-16 LE. In PSPad you can type Forma
    2 KB (272 words) - 20:44, 21 October 2009
  • ...signers to define lists of things without touching code or making your own editor extensions. However, editing long arrays can get tedious if you are relying
    1 KB (183 words) - 18:36, 29 April 2012
  • This editor script creates a plane with the specified orientation, pivot point, number Place this script as "CreatePlane.cs" in ''YourProject/Assets/Editor'' and a menu item will automatically appear in the "GameObject/Create Other
    16 KB (1,589 words) - 10:00, 21 June 2015
  • ...but being an open format, they will not need to be created using the Unity editor - allowing them to be vastly more useful in a variety of scenarios. * The latest Whirld package includes a Unity editor script which utilizes the Whirld library to load and save worlds from the i
    6 KB (926 words) - 20:53, 10 January 2012
  • Install in Assets/Editor to add a "Camera viewer" item to the "Window" menu. Clicking this will laun == Editor script code ==
    2 KB (200 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.
    4 KB (612 words) - 20:53, 10 January 2012
  • Add materials using the editor (put them into the materials list)
    1 KB (191 words) - 20:47, 10 January 2012
  • [[Category: Editor]] You must place the script in a folder named '''Editor''' in your project's Assets folder for it to work properly.
    1 KB (143 words) - 20:53, 10 January 2012
  • The easiest way to create a plist is with Apple's Property List Editor, which is a part of the Xcode developer tools.
    24 KB (3,436 words) - 20:52, 10 January 2012
  • [[Category: Editor]] You must place the script in a folder named '''Editor''' in your project's Assets folder for it to work properly.
    19 KB (1,707 words) - 15:59, 20 February 2014
  • ... means that the contents of a built-in array can be populated in the Unity editor, by dragging and dropping references. Generic Lists also have this ability
    29 KB (4,404 words) - 21:47, 2 February 2015
  • Place the script inside the Editor folder. Select one or more GameObjects and choose ''GameObject > Move To Or [[Category:Editor Scripts]]
    1 KB (159 words) - 23:55, 18 January 2014
  • [[Category: Editor]] Create a file "MakeFolders.cs" in the Assets\Editor directory (create it, it does not exist by default) and paste the code belo
    2 KB (235 words) - 20:45, 10 January 2012
  • * In the editor, this change will persist across runs. However, the scripts still need to b
    3 KB (431 words) - 01:06, 26 March 2016
  • ===Editor===
    18 KB (2,841 words) - 09:04, 8 October 2010
  • [[Category: Editor]] ...es creating 2 folders in your main Asset folder of your project, 1 called "Editor" and 1 called "environment" (the second can be changed in the script if nee
    2 KB (265 words) - 20:44, 10 January 2012

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