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  • * [[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

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