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  • [[Category: Debugging Scripts]] [[Category: Heads Up Display Scripts]]
    10 KB (971 words) - 21:34, 15 March 2014
  • 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 ...k on the root of the enemy object, and go to the Component menu and select Scripts -> Raycast Check, or else find the RaycastCheck script and drag it onto the
    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
  • ...tor. They won't actually do anything right now, since they don't have any scripts yet, but they do have colliders, so if you run into them, your ship will ex ...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
  • [[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
  • [[Category: Editor]] ...toggling between those cameras is a bit tedious. This is where this set of scripts come in handy. You can look at the rendered image of any selected camera th
    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
  • If you need to rename a behaviour (non-behaviour scripts don't matter), make sure to do it in Unity! If you rename it in VS, Unity w ...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
    10 KB (1,678 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
  • ... is built, they are merged with the compiled Mono code from your project's scripts. This means that you can use them with a Unity Indie licence as well as wit *[http://angryant.com/behave Behave] - Via an editor extension and a runtime library, this project implements behaviour trees in
    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 the othe
    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
  • 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
  • [[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
  • ! 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
  • * finding missing scripts in your scene (search the dump for "(null)") For a more full-featured version of this script, including a custom editor window for better IDE integration,
    3 KB (333 words) - 20:45, 10 January 2012

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