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  • {{Scripts Tabbed Navigation}} == Editor Scripts ==
    16 KB (2,352 words) - 22:39, 5 November 2018

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  • * [[Scripts]] - Everything from general purpose effects to debugging. * [[Wizards]] - Scripts to extend the Unity editor.
    6 KB (826 words) - 11:45, 18 July 2018
  • == My scripts seem to be frame rate dependent! == == My Editor script won't compile! ==
    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'' ...ehaviour is what gives us access to pretty much everything you need to get scripts to work on objects in Unity. When you ''inherit'' from a class, you can see
    14 KB (2,338 words) - 20:12, 12 April 2016
  • [[Category: Debugging Scripts]] [[Category: Heads Up Display Scripts]]
    13 KB (1,602 words) - 03:38, 1 December 2015
  • 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
  • * [[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 (603 words) - 17:24, 7 May 2019
  • ''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
  • ...you if the performance is being slowed down by the objects in the scene or scripts attached to obejcts in the scene. If the Scene View is slugish, you might w ...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” check out ...ser closes the window, where as OnDisable is called after unity recompiles scripts. Think of the OnDestroy method as a close event for the window but the wind
    21 KB (2,794 words) - 05:23, 17 January 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]]
    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
  • After you downloaded the script copy it to the 'scripts' folder of Blender. ...stem it is here: /Applications/Blender/blender.app/Contents/MacOS/.blender/scripts
    8 KB (1,344 words) - 19:26, 19 October 2009
  • 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
  • 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
  • ...he need to break the link to the original file due to cleanup in the Unity Editor. .../video/how-to-add-scripts-to-pie-menus-in-modo-301-252586/view/ How to add scripts to pie menus in modo 301] (which also works in modo 401 and has some nice t
    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
  • * [[Event Execution Order]] - The order in which events in your scripts are called by Unity. ... Detailed Overview]] - Useful for people who want to write more complex in-editor tools.
    2 KB (232 words) - 18:15, 7 February 2019
  • ...xplain all of the code yet, we just want to get familiar with Unity and C# scripts first. So go ahead and create a new Unity project named Tutorials or whatev ...ile and you should notice the icon disappears. This is Unity building your scripts in the background when you save a code file. It compiles and then any error
    21 KB (3,491 words) - 23:16, 1 December 2012
  • OK, so you can only attach scripts in Unity that inherit from MonoBehaviour, got it? For now we'll leave it of ... 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
  • public age : int; // other scripts which have a reference to this object (e.g. if they're attached to the same private favoriteColor : Color; // private members are NOT visible to other scripts, even if they have a reference to this object
    19 KB (2,861 words) - 21:20, 21 November 2018
  • [[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
  • ...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
  • [[Category: Scripts]] This editor script creates a plane with the specified orientation, pivot point, number
    16 KB (1,589 words) - 10:00, 21 June 2015
  • [[Category: Editor]] This little helper scripts toggles the active status of all selected game objects to the opposite and
    1 KB (143 words) - 20:53, 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 ...pplied values are all ints. You can also use jagged arrays declared in C# scripts without any problems.
    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 be attached to the correct objects in a build in order to wor
    3 KB (431 words) - 01:06, 26 March 2016
  • - Specific details like scripts and cut scenes may not be in this document but be in the Story Bible. ===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
  • == 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
  • There is currently no built-in way to manage the order in which scripts start up. To a certain extent you can get around this by putting more impo * 2. Derive your scripts (or at least the ones which you need to control the order they start in) fr
    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
  • [[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
  • [[Category: Editor Scripts]] Place this script in ''YourProject/Assets/Editor''.<br>
    5 KB (539 words) - 20:45, 10 January 2012
  • CsBiped.cs and CsBiredEditor is Editor scripts for search simplification of parts of a biped body. Having changed these scripts according to your desire, you can strongly facilitate this work.
    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
  • These scripts are designed for quickly setting up basic rigidbody-driven 2D orbital physi Optional component. Display the Orbiter component's properties in the editor. Does nothing in-game.
    12 KB (1,370 words) - 20:52, 10 January 2012
  • 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 ...t folder create a folder specifically for your C#-Unity-Scripts (I call it Scripts). Add a C# script there in Unity.
    8 KB (1,248 words) - 00:06, 21 November 2011
  • ...documentation/ScriptReference/index.Writing_Scripts_in_Csharp.html Writing Scripts in C#]. It covers things like differences in coroutine syntax, etc. ...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
  • 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
  • ===Integrate with Unity3D Using the Scripts:=== #Write unit test scripts as classes derived from the TestCase class.
    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 Scripts Browser<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. ...the Terrain menu as "CustomLightmap...". after you finish writing the scripts below
    11 KB (1,082 words) - 20:48, 10 January 2012
  • ...[User:CorruptedHeart|Corrupted Heart]] : I thought I should put some of my scripts on here since it provides a more centralized area for them than on a blog w ....com/feedme/packages/FeedMe0.7.zip 0.7]) package offers the read and write scripts as prefabs for easy entry into a game.
    14 KB (1,903 words) - 20:45, 10 January 2012
  • assigning data to the variable from within the editor. This script edits c# scripts (inserts the following)
    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
  • 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
  • ...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
  • ...backtrace again, until something (perhaps a backtrace to one of your Unity scripts) arises. *Review the scripts you have downloaded from the Internet. Most likely they were made for a des
    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
  • 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
  • The Spline Controller scripts above allow users to create pre-defined spline paths for objects to follow, ...e set for each node in the Unity Editor. The package also includes editor scripts to override the default inspector for the Spline object (which contains the
    20 KB (3,232 words) - 07:59, 7 September 2013
  • ...solved''' without a new release - e.g. if it turns out to be your drivers, scripts, etc - don't delete the bug from this list, just ''italicise'' it and add a ** 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
  • ... 'Standard Assets' folder of your project, and don't try to access them by scripts that are [http://unity3d.com/support/documentation/ScriptReference/index.Sc ... 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
    13 KB (1,683 words) - 01:21, 5 April 2014
  • ...e in the Standard Assets folder; this way it can be called from C# and Boo scripts. Call it PlayerPrefsX, and then you can use the following functions: ...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
  • 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
  • [[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 | Any scripts which alter the Unity editing environment itself must go in here
    2 KB (298 words) - 18:41, 23 May 2014
  • ...from resources gives you the benefit of configuring the scripts inside the editor as well. You're allowed to put scripts that are not singleton types onto the prefab which do not need a public sin
    12 KB (1,458 words) - 20:47, 10 January 2012
  • [[Category:Editor Scripts]]
    7 KB (803 words) - 23:32, 28 April 2014
  • A simple tile editor script. ...he first one can be anywhere, you probably want to place it with your game scripts.
    13 KB (1,641 words) - 20:47, 10 January 2012
  • {{Scripts Tabbed Navigation}} Example scripts using the new Unity UI system introduced in version 4.6. Designed for build
    8 KB (1,296 words) - 01:12, 8 November 2018
  • {{Scripts Navigation}} ...ister scripts to receive and post notifications. Handles messaging across scripts without references to each other.
    8 KB (1,143 words) - 23:45, 14 November 2018
  • {{Scripts Navigation}} *[[Scripts/StringFilter|StringFilter]] - A class to allow string filtering based on a
    11 KB (1,614 words) - 23:45, 14 November 2018
  • {{Scripts Tabbed Navigation}} *[[FlyThrough]] - A basic fly through camera movement like the one within the editor.
    8 KB (1,174 words) - 22:39, 5 November 2018
  • {{Scripts Tabbed Navigation}} == Editor Scripts ==
    16 KB (2,352 words) - 22:39, 5 November 2018
  • [[Category: General Scripts]] 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
  • [[Category: Scripts]] ...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
  • 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
  • [[Category:Editor]] [[Category:Editor Scripts]]
    6 KB (738 words) - 05:43, 5 March 2012
  • -Place the Math3d.cs script in the scripts folder. //Alternative for HandleUtility.DistanceToLine(). Works both in Editor mode and Play mode.
    46 KB (6,339 words) - 23:59, 21 August 2018
  • Inspired by AddComponentRecursively and DeleteComponentsInChildren editor scripts, this version provides a more solid implementation. Copy it under /Assets/Editor folder and access from GameObject menu.
    2 KB (246 words) - 16:26, 11 December 2012
  • This is a simple editor script. You must place this in the Editor folder of your project. public class AnimationShortcuts : Editor {
    3 KB (275 words) - 00:07, 25 April 2012
  • You must place the script in a folder named "Editor" in your project's Assets folder. [[Category:Editor Scripts]]
    1 KB (122 words) - 11:51, 26 October 2013
  • [[Category: Editor]] Adds a new editor window at menu '''Custom→ModelImportManager'''. The editor window allows selecting/creating/editing/saving model import settings prese
    20 KB (1,605 words) - 19:23, 11 July 2012
  • [[Category: Editor]] Adds a new editor window at menu '''Custom→MaterialAnalyzer'''. The editor window allows analyzing and list all materials used by the current selectio
    14 KB (1,327 words) - 11:44, 23 July 2012
  • [[Category: Editor]] ...ll materials currently used by a prefab or scene object in one window. The editor window expects the object to be dropped (or selected) in the appropriate ob
    15 KB (1,547 words) - 12:29, 30 September 2013
  • Discussion page is [http://forum.unity3d.com/threads/154847-Editor-window-for-graphing-values-at-runtime here] We need 2 Scripts: Firstly a run-time script for holding the values:
    4 KB (483 words) - 09:41, 15 October 2012
  • [[Category: Editor]] ...allows easy replacement of child objects by name by a selected prefab. The editor window expects the object to be dropped in the appropriate object field. A
    20 KB (1,991 words) - 22:40, 6 November 2012
  • ...this script to a GameObject. The anchors are called on Start(). Remove the Editor section (line 146 ~157) if you don't need them updating in the SceneView. .../ This allow us to store the position in scene view after pressing "Play". Editor class is located in the lower section for reference;
    6 KB (804 words) - 15:04, 19 January 2013
  • ... for use as a starting point for how to build a minimalistic 2D tile map & editor within unity.'' Provides two simple C# scripts that are fully commented. The TileMap.cs script is intended to be attached
    14 KB (1,598 words) - 07:47, 11 December 2012
  • ...lder called "Editor" in the root of your project's Assets folder -> Assets/Editor/TransformContextMenu.cs. [[Category:Editor Scripts]]
    4 KB (421 words) - 00:09, 12 January 2013
  • Use those scripts to procedurally create primitive meshes, with custom parameters. More to co PS : A lookat script might be usefull on those guys, with the editor's cam as target (Camera.current).
    25 KB (3,034 words) - 16:34, 26 October 2014
  • [[Category: Scripts]] This editor script creates a baseboards for a selected terrain inside the editor.
    8 KB (837 words) - 17:34, 24 January 2013
  • ...ghtforward. As with any Editor scripts, it must be put in a folder called Editor inside your Assets folder. It adds the menu option: Window -> MeshViewer.
    9 KB (1,109 words) - 07:48, 7 September 2013
  • To start using this script just place it in de editor folder of your project. public class BlenderCameraControls : Editor
    5 KB (527 words) - 15:15, 27 January 2014
  • ...svn/") are ignored by Unity. Any assets in there are not imported, and any scripts in there are not compiled. They will not show up in the Project view. Scripts in here are always compiled first. Scripts are output to either Assembly-CSharp-firstpass, Assembly-UnityScript-firstp
    9 KB (1,386 words) - 13:10, 2 September 2014
  • ... window that allows to replace the presets list in Unity's animation curve editor. It was just written as a quick an dirty solution but is already quite poli ...ript''', so you have to place it in an Editor folder (any subfolder named "Editor"). The filename has to be "CurveEditorTools.cs".
    13 KB (1,312 words) - 01:39, 15 February 2013
  • ...contains functionality that extends the unity editor include it under the "Editor Extensions" category etc. == Editor Extensions ==
    2 KB (296 words) - 20:21, 7 February 2019
  • ...atically switching to and from the master scene when you press play in the editor, the scene auto-loader speeds up your workflow. ...57502-Executing-first-scene-in-build-settings-when-pressing-play-button-in-editor this forum thread].
    7 KB (818 words) - 19:31, 14 April 2018
  • .... Can be useful for editor scripts but probably can be used for non-editor scripts for desktop builds also (for in-game mod editors perhaps?).
    3 KB (385 words) - 15:12, 9 April 2014
  • ...uld be through the use of 'Manager' objects, empty game objects which have scripts attached that persist via calls to DontDestroyOnLoad(). If you imagine the ...ee 'what does what' in your codebase (because it is distributed across the editor)</li>
    9 KB (1,291 words) - 15:37, 11 July 2013
  • A simple Editor window to quickly switch between build scenes. If you use a lot of differen Place SceneViewWindow.cs in your Assets/Editor folder.
    3 KB (282 words) - 23:00, 1 July 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]]
    13 KB (1,096 words) - 16:23, 1 February 2014
  • You must place the script in a folder named '''Editor''' in your project's Assets folder for it to work properly. [[Category:Editor Scripts]]
    15 KB (1,194 words) - 16:24, 1 February 2014
  • ... you can see the results in the scene instantly! The tool comes with some scripts and instructions to integrate with TortoiseGit and Git on Windows (more VCS ...ormal Unity editor! You can take advantage of multi-edit and other editor scripts you’ve devised and the rest, once you’ve found the differences with thi
    25 KB (4,388 words) - 03:09, 21 January 2019
  • [[Category:Editor Scripts]]
    4 KB (476 words) - 07:31, 9 September 2013
  • [[Category:Editor Scripts]]
    9 KB (895 words) - 07:32, 9 September 2013
  • ...g on this project as an open source project. you are still free to use the scripts on this wiki as a base for your own commercial projects. The latest (close Note that neither of these scripts (the original javascript and the translated C#) are up to date and contain
    15 KB (2,008 words) - 23:04, 8 January 2016
  • == 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
  • '''Notice: The Unity editor is [https://forum.unity.com/forums/linux-editor.93/ now available on Linux] and can be downloaded through the [https://publ ...s provided by the [http://www.winehq.org/ Wine] software. Stability of the editor depends on particular Linux distributions and the video/graphics cards.
    23 KB (3,658 words) - 21:43, 7 February 2019
  • [[Category:Editor Scripts]]
    4 KB (374 words) - 08:46, 6 December 2013
  • Place following scripts somewhere in your '''Assets''' folder under your '''Poroject''' This is editor class so place this code to any '''Editor''' folder inside your '''Assets''' folder<br />
    11 KB (1,178 words) - 17:20, 13 January 2014
  • Place ''BatchActiveToggle.cs'' in the Editor folder of your project. public class BatchActiveToggle : Editor
    1 KB (184 words) - 10:51, 27 January 2014
  • -Place the GameWindowSize.cs script in ''YourProject/Assets/Editor''. -Place the StoredEditorData.cs in ''YourProject/Assets/Scripts''.
    12 KB (1,404 words) - 09:29, 12 March 2014
  • ...n scripts from Twinfox and bitbutter's Render Particle to Animated Texture Scripts from the Unity3D forums. ... will render out an animation that is played when "Play" is pressed in the editor to a series of PNG image files in a directory of your choosing.
    12 KB (1,664 words) - 04:33, 29 March 2014
  • '''''Sublime Text''''' is a popular cross-platform text and source code editor. It is extendable and its community has contributed numerous packages (plug # In Unity, change your External Script Editor to Sublime Text:
    12 KB (1,754 words) - 09:51, 13 November 2018
  • You can then create small scripts that load the values into your existing components. In the Editor project, put settings.txt into the same folder as Assets, Library, ProjectS
    7 KB (838 words) - 12:26, 4 December 2014
  • Did you know your editor scripts can acquire a preview texture for an asset? Check out the members of the [h if you have MonoBehavior code that you want to run while in the unity editor you can use the [http://docs.unity3d.com/Documentation/ScriptReference/Exec
    20 KB (2,662 words) - 19:01, 26 May 2014
  • [[Category:Editor Scripts]] Place the script in the ''Editor'' folder in your Assets directory.
    11 KB (1,235 words) - 20:25, 19 June 2014
  • You must place the script in a folder named Editor in your project's Assets folder for it to work properly. [[Category:Editor Scripts]]
    7 KB (661 words) - 04:59, 16 August 2014
  • [[Category: Scripts]] Place this script as "CreateIcoSphere.cs" in ''YourProject/Assets/Editor'' and a menu item will automatically appear in the "GameObject/Create Other
    8 KB (966 words) - 16:48, 26 October 2014
  • [[Category: Editor Scripts]][[Category: C Sharp]][[Category: ScriptableObject]] 1. Copy the following editor script into the path "Assets\Editor\ScriptableObjectUtility2.cs".
    2 KB (272 words) - 14:25, 16 October 2014
  • [[Category: Editor Scripts]][[Category: C Sharp]][[Category: Serialization]]
    3 KB (399 words) - 16:18, 20 November 2014
  • [[Category: Editor Scripts]][[Category: C Sharp]][[Category: GenericMenu]] This editor script defines extension methods for Unity's GenericMenu class which aim to
    17 KB (1,729 words) - 18:14, 11 March 2015
  • ...ipt package (which allows for exposing properties without dedicated editor scripts) can be found here: [[ExposePropertiesInInspector_Generic]] The scripts below make the properties (i.e. members having getters/setters) of a class
    8 KB (956 words) - 13:22, 21 May 2015
  • This editor extension is for migrating code from UnityScript to C# while keeping your s [[Category:Editor Scripts]]
    7 KB (702 words) - 19:07, 19 November 2014
  • Generates a new script, by default at "Assets/Editor/OpenSceneNames.cs" that generates MenuItems each loads a scene from the bui Place it inside the Editor folder. Then, you can click "Open Scene/Update Scene Names" and it will lis
    4 KB (386 words) - 15:26, 4 March 2015
  • The scripts below make the properties (i.e. members having getters/setters) of a class ...e exposed properties in the inspector without the need for specific editor scripts for each, having only to inherit from the ExposableMonobehavior Class. Venr
    9 KB (1,053 words) - 13:18, 21 May 2015
  • Windows Registry Editor Version 5.00 @="\"C:\\Program Files (x86)\\Unity\\Editor\\unity.exe\" -createProject \"%1\""
    37 KB (4,587 words) - 00:19, 3 April 2015
  • ...s, but they can be added to each build type's player settings using editor scripts (http://docs.unity3d.com/Manual/PlatformDependentCompilation.html) to allow ...etion. This is because Unity runs all AssetPostProcessors THEN recompiles scripts, meaning that the manager will properly remove the defines that depend on i
    7 KB (832 words) - 20:43, 24 January 2016
  • ...he prefab inspector (Allow designers a nice UI without custom scripting an editor extension) ...equires that gameobjects have a certain parent/child relationship or other scripts attached to the object.
    12 KB (1,541 words) - 16:46, 11 February 2016
  • The example scripts are '''[[#MyAsset.cs|MyAsset.cs]]''' and '''[[#MyAssetFolderInspector.cs|My The example editor is based on the GUID ''8bf3d03...'',
    8 KB (774 words) - 09:15, 6 September 2016
  • ...odeConfigLoader.cs''' in some editor folder (Assets/Scripts/Editor, Assets/Editor, etc.). - Use '''ConfigAsset.config''' from other scripts to access your config data :-)
    3 KB (288 words) - 12:23, 2 April 2017

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