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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

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