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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

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