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  • 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
  • 1. In Unity, set your script editor to Dreamweaver:
    2 KB (332 words) - 01:51, 9 January 2009
  • Notepad++ is a powerful text editor based on Scintilla (which is where UniSciTE is also based from). It is avai # Change your External Script Editor to Notepad++ (In Unity, Edit> Preferences > General)
    3 KB (428 words) - 04:57, 2 April 2010
  • Notepad++ is a powerful text editor based on Scintilla (which is where UniSciTE is also based from). It is avai # Change your External Script Editor to Notepad++ (In Unity, Edit> Preferences > General)
    6 KB (959 words) - 18:21, 14 June 2014
  • Strumpy Shader Editor's author: Stramit Please post and share your Strumpy Shader Editor graphs (*.sgraph) here so others in the community may learn from and use th
    653 B (92 words) - 10:58, 30 March 2011
  • == Editor Scripts == ...NG]] - Creates a directory of PNG files from any animation you play in the editor.
    16 KB (2,352 words) - 22:39, 5 November 2018
  • It has a public string guid, variable which this editor script sets every-time I run it. As I create new items, I re-run the script
    2 KB (261 words) - 16:46, 4 July 2013
  • == 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
  • #REDIRECT [[Editor Scripting Detailed Overview]]
    48 B (5 words) - 12:45, 1 November 2013
  • '''''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

Page text matches

  • * [[Wizards]] - Scripts to extend the Unity editor.
    6 KB (826 words) - 11:45, 18 July 2018
  • // Ensure that the instance is destroyed when the game is stopped in the editor.
    1 KB (152 words) - 06:50, 14 November 2018
  • == My Editor script won't compile! == ...hy.Editor_Classes.html UnityEditor namespace] must be placed in the Assets/Editor folder in your project folder.
    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''
    14 KB (2,338 words) - 20:12, 12 April 2016
  • Place this script in ''YourProject/Assets/Editor'' and a menu item will automatically appear in the GameObject menu after it
    2 KB (194 words) - 20:45, 10 January 2012
  • * line spacing is correct (To see this; drag and let go in the editor
    13 KB (1,602 words) - 03:38, 1 December 2015
  • * 1) Public Properties (setable in the editor)
    28 KB (3,732 words) - 20:47, 10 January 2012
  • 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
  • |Editor
    4 KB (495 words) - 14:34, 4 September 2011
  • ...tton is set to "Jump" You can easily edit the name of the button from the editor, just make sure you have created a button axis with that name.
    2 KB (247 words) - 20:52, 10 January 2012
  • This editor script takes screenshots for you when you press command-control-s. The scr Place this script in ''YourProject/Assets/Editor'' and a menu item will automatically appear in the Custom menu after it is
    1 KB (157 words) - 20:47, 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
  • There is a free Unity Editor add-in on the asset store for the IRC channel:
    9 KB (1,574 words) - 17:14, 7 May 2019
  • ...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” ch When writing editor scripts involving [http://docs.unity3d.com/ScriptReference/EditorWindow.htm
    21 KB (2,794 words) - 05:23, 17 January 2016
  • * [[Using Notepad Plus Plus as a script editor]] Notepad++ is a powerful text editor based on Scintilla (which is where UniSciTE is also based from). It is avai ...ipt editor]] Sublime Text is a popular cross-platform text and source code editor. It is extendable and its community has contributed numerous packages(plugi
    4 KB (604 words) - 17:00, 7 May 2019
  • This editor script sets the current selection to all the lights in your scene. Place this script in ''YourProject/Assets/Editor'' and a menu item will automatically appear in the Custom menu after it is
    935 B (105 words) - 20:45, 10 January 2012
  • This editor script sets the current selection to your main camera. More technically, i Place this script in ''YourProject/Assets/Editor'' and a menu item will automatically appear in the Custom menu after it is
    940 B (122 words) - 20:45, 10 January 2012
  • This editor script sets the current selection to nothing. It deselects. Place this script in ''YourProject/Assets/Editor'' and a menu item will automatically appear in the Custom menu after it is
    2 KB (206 words) - 20:52, 10 January 2012
  • 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
  • [[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
  • ... 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
    22 KB (3,261 words) - 00:42, 22 November 2018
  • If working from the editor, when you save a script (and thus force a recompilation), your static const Editor-only. Called even if the behaviour is disabled.
    6 KB (876 words) - 17:54, 3 November 2012
  • You must place the script in a folder named "Editor" in your project's Assets folder for it to work properly.
    3 KB (319 words) - 20:53, 10 January 2012
  • *[http://angryant.com/behave Behave] - Via an editor extension and a runtime library, this project implements behaviour trees in ...required to use these plugins. This kind of plugin can only be used in the editor and in standalone builds. The web player is prevented from using them for
    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
    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
  • // During in-editor play, the Inspector won't show your angle properly due to
    6 KB (797 words) - 06:02, 14 November 2018
  • ...l see a notice on your phone that it is waiting for you to hit play in the editor. # Switch to the Unity editor window and hit the play button in the lower-left-hand corner of the window.
    12 KB (2,196 words) - 14:50, 4 September 2011
  • Double click a material and click the Editor tab in the top middle pane to see the code. ...re state editor. Or remove the following items from the rfx file in a text editor:
    8 KB (1,249 words) - 14:02, 6 February 2015
  • 1. In Unity, set your script editor to Dreamweaver:
    2 KB (332 words) - 01:51, 9 January 2009
  • ... doing so!'') Fill in the allocBlockSize and material values in the Unity editor. The SpriteManager is now ready to use. === Editor Settings ===
    78 KB (10,472 words) - 13:37, 22 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
  • *'''Reset''' - called when the script is reset ''(Editor Only)''
    3 KB (430 words) - 21:02, 21 October 2009
  • [[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
  • ...d on this page, Aubrey Falconer created a new one using the Strumpy Shader Editor that is compatible with Unity 3, incorporates soft particle blending, autom
    16 KB (1,929 words) - 13:12, 9 June 2015
  • ! 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
  • This editor script adds the ability to normalize a selected terrain heightmap.
    5 KB (540 words) - 20:52, 10 January 2012
  • For a more full-featured version of this script, including a custom editor window for better IDE integration, Save it as "SceneDumper.cs" below your project's Editor folder. You will now have a Debug menu containing a "Dump Scene" menu item.
    3 KB (333 words) - 20:45, 10 January 2012
  • ...BuildPlayer (no file extension) in the Assets\Editor directory. Create the Editor directory if it does not already exist. This is easiest to do from the Fin
    5 KB (542 words) - 19:07, 19 October 2009
  • 1. Place this script in YourProject/Assets/Editor and a menu item will automatically appear in the Custom menu after it is co [[Category:Editor]]
    2 KB (230 words) - 20:44, 10 January 2012
  • In the same day, an Editor script in Unity is finished to handle data transfer from Maya. ====Editor Script====
    3 KB (447 words) - 19:03, 19 October 2009
  • ...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
  • ...signers to define lists of things without touching code or making your own editor extensions. However, editing long arrays can get tedious if you are relying
    1 KB (183 words) - 18:36, 29 April 2012
  • This editor script creates a plane with the specified orientation, pivot point, number Place this script as "CreatePlane.cs" in ''YourProject/Assets/Editor'' and a menu item will automatically appear in the "GameObject/Create Other
    16 KB (1,589 words) - 10:00, 21 June 2015
  • ...but being an open format, they will not need to be created using the Unity editor - allowing them to be vastly more useful in a variety of scenarios. * The latest Whirld package includes a Unity editor script which utilizes the Whirld library to load and save worlds from the i
    6 KB (926 words) - 20:53, 10 January 2012
  • Install in Assets/Editor to add a "Camera viewer" item to the "Window" menu. Clicking this will laun == Editor script code ==
    2 KB (200 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.
    4 KB (612 words) - 20:53, 10 January 2012
  • Add materials using the editor (put them into the materials list)
    1 KB (191 words) - 20:47, 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.
    1 KB (143 words) - 20:53, 10 January 2012
  • The easiest way to create a plist is with Apple's Property List Editor, which is a part of the Xcode developer tools.
    24 KB (3,436 words) - 20:52, 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
    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 b
    3 KB (431 words) - 01:06, 26 March 2016
  • ===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
  • Add this script file into a folder called "Editor", and allow for unity to compile it. // 1) Add this script file into a folder called "Editor", and allow for unity to compile it.
    24 KB (2,284 words) - 20:45, 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
  • ...r the use of Blender camera shortcut keys to quickly center and rotate the editor camera. One issue with this script is that a game object must be selected The script below creates a Unity editor window titled 'Cam Control Window'. As long as this window is open, the ca
    5 KB (559 words) - 16:41, 8 December 2013
  • // optional, use gizmos to draw the path in the editor * Consider using Unity's Animation curve editor and AnimationCurve class
    55 KB (6,073 words) - 20:52, 10 January 2012
  • Create a file "OpenVisualStudioProject.cs" in the Assets\Editor directory (create it, it does not exist by default) and paste the code belo
    1 KB (136 words) - 20:45, 10 January 2012
  • '''Notice: Recent version of Unity automatically support multiple editor instances, so this trick is no longer necessary.''' If you want to conveniently open up a second instance of the Unity editor follow these steps:
    1 KB (225 words) - 21:06, 8 December 2018
  • * _StartupPriority is exposed in the editor so you can change it there for scene/object specific startup priorities
    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
  • ...that, in Unity, you cannot see private variables in the editor (unless the editor is set to debug mode).
    17 KB (2,600 words) - 20:15, 21 November 2018
  • [[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
  • ...he ''useFAKEDmovement'' Variable to simulate movement of the iPhone in the Editor. Set Variable ''OSMZoom'' for different zoom levels (1-18). Just download var OSMZoom : int = 16; // Set Zoom manually in Editor (1-18)
    11 KB (1,336 words) - 09:41, 28 November 2012
  • [[Category: Editor Scripts]] Place this script in ''YourProject/Assets/Editor''.<br>
    5 KB (539 words) - 20:45, 10 January 2012
  • [MenuItem("Character Generator/Mass Material Editor")]
    3 KB (285 words) - 20:45, 10 January 2012
  • ...pt provides a solution to move the pivots of Game Objects within the Unity Editor. Place the script in the Editor folder under Assets (Project view of the Editor.)
    5 KB (769 words) - 14:33, 13 February 2013
  • ...ntax Definitions and open javascript.plist (should open with Property List Editor)
    2 KB (256 words) - 04:00, 21 January 2010
  • CsBiped.cs and CsBiredEditor is Editor scripts for search simplification of parts of a biped body. public class CsBipedEditor : Editor
    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
  • Editor Utility that lets you move multiple selected objects into a layer at once. Put this script into your project in the Editor folder. You will get the menu option Tools->Move selection to layer. Altern
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  • ...rking stage (with some limitations). Put this script in you project/Assets/Editor folder. Reserves keyboard shortcut Ctrl-H (win) or Cmd-H (Mac).
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  • Optional component. Display the Orbiter component's properties in the editor. Does nothing in-game. // Recalculate the ellipse only when in the editor
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  • '''Note''' - When running in the editor, scene view cameras will be included in the draw call count!
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  • 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.
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  • ...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
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  • ...lly speeds up coding, and, so far anyway, I don't know of a similar (free) editor for Javascript.
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  • [[Category:Editor Scripts]] Like all Editor scripts, this has to be put into a folder named ''Editor'', somewhere in your Assets folder.
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  • Notepad++ is a powerful text editor based on Scintilla (which is where UniSciTE is also based from). It is avai # Change your External Script Editor to Notepad++ (In Unity, Edit> Preferences > General)
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  • Notepad++ is a powerful text editor based on Scintilla (which is where UniSciTE is also based from). It is avai # Change your External Script Editor to Notepad++ (In Unity, Edit> Preferences > General)
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  • 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.
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  • [[Category:Editor Scripts]] You must place the script in a folder named '''Editor''' in your project's Assets folder for it to work.
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  • You must place the script in a folder named '''Editor''' in your project's Assets folder for it to work properly. [[Category:Editor Scripts]]
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  • You must place the script in a folder named '''Editor''' in your project's Assets folder for it to work properly. [[Category:Editor Scripts]]
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  • Drop this script in the Editor folder in your Project and then right click on a folder and select "Build A
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  • #Press Play, you should see the test output in the Unity3D editor console.
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  • '''Antares Project''' is an extensive package of tools and Editor classes for simplification of creation of large and average projects. As it Creation of Curves in Editor<br>
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  • 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
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  • You must place the script in a folder named '''Editor''' in your project's Assets folder for it to work properly. [[Category:Editor Scripts]]
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  • You must place the script in a folder named "Editor" in your project's Assets folder for it to work properly.
    11 KB (1,082 words) - 20:48, 10 January 2012
  • This editor script adds the option to get the bounding box of an object's renderer in g
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  • == PHP Editor Script ==
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  • This is currently a much better alternative to using Editor.DrawDefaultInspector in your custom Transform inspector class since DrawDef Place TransformInspector.cs into an Editor folder inside of your project's Assets folder.
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  • * Select "Tools-Tile Mapping->Tile Material Editor" namespace CBX.Unity.Editor.Windows
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  • assigning data to the variable from within the editor.
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  • [[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
  • This editor script creates a cone with the specified tessellation (=number of vertices) The resulting mesh will be added as an asset to Assets/Editor, so it can be used in prefabs etc.
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  • * C:\Program Files\Unity\Editor\Data\Mono\lib\mono\2.0
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  • Place the script inside the Editor folder. Select a GameObject and choose 'GameObject > Create Prefab From Sel [[Category:Editor Scripts]]
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  • ...lies from Mono. In your Unity installation folder, go to the directory <tt>Editor/Data/Mono/lib/mono/2.0</tt> and copy these two files to your new <tt>Plugin ...ectory. Copy the following files from the Unity installation directory <tt>Editor/Data/Mono/lib/mono/2.0</tt>:
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  • ...pt eh? Ok, if you haven't already done this, go to the top of the UniSciTE editor and select View > Toggle all Folds. This will collapse each function down t
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  • To install, just place the script in ''Assets/Editor'' folder.
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  • This Editor wizard generates the terrain heights from a perlin noise function. Access i [[Category:Editor Scripts‏‎]]
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  • Place this script in ''YourProject/Assets/Editor'' and a menu item will automatically appear in the 'Game Object' menu after g = (GameObject)Editor.Instantiate(replacement);
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  • Editor Utility that lets you set or clear the 'static', 'active', 'cast shadows' a Put this script into your project in the Editor folder. You will get the menu option GameObject->Static->Yes/No GameObject-
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  • Editor Utility that lets you set or clear the 'static' property on all selected ob Put this script into your project in the Editor folder. You will get the menu option GameObject->Set Static and GameObject-
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  • *5. Then assign the 4 wheels to the CarController properties in the editor. Note that the wheels have a default radius of 0.5 units and a suspension l
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  • ...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
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  • ...cktrace in this situation. You'll have to figure things out from the Unity editor. Alternatively, you can try the method explained [http://www.codza.com/how-
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  • 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.
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  • 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.
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  • ... Here is a fixed version of the script that works on device and inside the Editor's preview window:
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  • LineMup is an editor script that can align and distribute spacing evenly among multiple objects ...e the script in the "Editor" folder in the Project pane. If there isn't an Editor folder, create it and place the script inside.
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  • 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
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  • You must place the script in a folder named "Editor" in your project's Assets folder for it to work properly.
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  • You must place the script in a folder named "Editor" in your project's Assets folder for it to work properly. Select Material asset, then choose "Custom/Bake Material ..." menu item. Editor window will open where you can tweak additional lighting and setup texture
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  • Strumpy Shader Editor's author: Stramit Please post and share your Strumpy Shader Editor graphs (*.sgraph) here so others in the community may learn from and use th
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  • This is an editor script for Unity3D. ...an download the files from [http://www.unifycommunity.com/wiki/images/b/bc/Editor.zip here.]
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  • The output is sent to the console window in Unity3D Editor.
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  • ...d can be set for each node in the Unity Editor. The package also includes editor scripts to override the default inspector for the Spline object (which cont ... make way to a "brush"-like interface. I'll see how easy this is to do in-editor, because it would be inconvenient to have to create splines in-game for man
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  • Place the script inside a folder named Editor. e.g. Assets/Editor public class CreateGameObjectLocal : Editor
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  • ** When autoconnect profiler is enabled the Editor can become unresponsive after selecting Build and run for Android.
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  • ...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]]
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  • [[Category: Editor Scripts]] An in-editor version is now available and should be used instead of manual scripting: ht
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  • ... 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 ...ity Indie, but it doesn't seem to have an effect on the actual play in the editor, nor does it seem to effect the ability to build stand-alone versions.
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  • ...ArrayType' near the bottom). Save the file as EditorPrefsX.js and place in Editor folder.
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  • Place the EdgeAlignerToolEditorWindow script in your project's Editor folder. A new sub-menu named '''Specialized Tools''' will appear in Unity's
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  • 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
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  • Put this line inside your custom inspector/editor script's OnInspector() somewhere: ... GUIContent("Custom Editor Script"), AssetDatabase.LoadAssetAtPath("Assets/Editor/" + GetType().Name + ".cs", typeof(MonoScript)), typeof(MonoScript));</synt
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  • ...ht variables in the script to the values that you've decided to use in the Editor. ScaledRect.js is not a MonoBehaviour script and therefore does not need to ...onverted to dynamic scaling with a simple "Find and Replace" on the Script Editor. In addition, this function can also be used to scale non-GUI elements that
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  • [[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
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  • !align=left| Editor ...where, or "Standard Assets/Editor", "Pro Standard Assets/Editor", "Plugins/Editor" if in one of these special folders
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  • ...from resources gives you the benefit of configuring the scripts inside the editor as well.
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  • [[Category:Editor Scripts]]
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  • ...just leave the "Length" slider untouched and open the "Growth Scale" curve editor.<br>Of course you might just increase the distance between start and end of
    29 KB (4,963 words) - 00:35, 7 June 2012
  • Put this script in an Editor/ folder and you'll now have the ability to add a Unity IDE *cancelable* pro
    5 KB (629 words) - 20:47, 10 January 2012
  • This editor script will prevent Unity from modifying the polygon ordering in a model up To use this script, place it in the Assets/Editor directory. It will only run on models with an accompanying .csv file contai
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  • A simple tile editor script. The second script you need to place in the Editor folder, it extends the Tiles class.
    13 KB (1,641 words) - 20:47, 10 January 2012
  • Save this script as Autorun.cs in your Editor folder: ...nt http://answers.unity3d.com/questions/45186/can-i-auto-run-a-script-when-editor-launches-or-a.html
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  • Add the following class in an Editor directory public class PolyLineEditor : Editor {
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  • ... be used primarily for development purposes such as debugging displays and editor inspectors. For performance critical in-game UI you should use the newer [h
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  • == Editor ==
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  • *[[TextManager]] - Uses [http://en.wikipedia.org/wiki/Gettext gettext] and PO Editor for translating text. *[[UVTransfer]] - Editor script to transfer UVs between two models.
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  • *[[FlyThrough]] - A basic fly through camera movement like the one within the editor. *[[Biped Parts Finder]] - Editor script for search simplification of parts of a biped body.
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  • == Editor Scripts == ...NG]] - Creates a directory of PNG files from any animation you play in the editor.
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  • 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
  • ...ptReference/MonoBehaviour.Reset.html MonoBehaviour reserved method] for in-Editor component resetting. Feel free to suggest a better naming in the [[{{TALKPA
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  • ...d is POT and PO files created by any po editor, or even just use your text editor of choice with the standards in mind.
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  • 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.
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  • [[Category:Editor Scripts]] The purpose of this script is to load content of selected AssetBundle in Editor
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  • [[Category: Editor]] [[Category: Editor Scripts]]
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  • Place this script in ''Assets/Editor'' and select the option in the tools menu. Specify the source and destinati
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  • A simple editor script to copy collider properties. '''NOTICE''': This script isn't necessa You must place the script in a folder named '''Editor''' in your project's Assets folder for it to work properly.
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  • [[Category:Editor]] [[Category:Editor Scripts]]
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  • //Alternative for HandleUtility.DistanceToLine(). Works both in Editor mode and Play mode. //Alternative for HandleUtility.DistanceToCircle(). Works both in Editor mode and Play mode.
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  • 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.
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  • Place the script in "Assets/editor/" and name the file "SceneViewObjectWindow.cs".
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  • This is a simple editor script. You must place this in the Editor folder of your project. public class AnimationShortcuts : Editor {
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  • You must place the script in a folder named "Editor" in your project's Assets folder. [[Category:Editor Scripts]]
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  • ... provides a solution to center the pivot of a Game Object within the Unity Editor and to visualize it through creating a child on the Game Object. Place the script in the Editor folder under Assets (Project view of the Editor).
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  • Editor script to ease import of models which keep animations in seperate files. Th Place script in Assets/Editor to get Asset Management menu. To import model,
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  • ...ing) can be found at http://forum.unity3d.com/threads/56180-Strumpy-Shader-Editor-4.0a-Massive-Improvements?p=431828&viewfull=1#post431828 //Upgrade of a shader originally put together in Strumpy Shader Editor by Clamps
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  • [[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
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  • A dockable editor window to find all scene objects with a particular tag. A dockable editor window to find all scene objects with a particular tag. Displays all result
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  • Discussion page is [http://forum.unity3d.com/threads/154847-Editor-window-for-graphing-values-at-runtime here] ... and secondly the editor script which will interrogate the run-time script and plot the values:
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  • Allows multiple SceneView cameras in the editor to be setup to follow gameobjects. This is particularly useful when you ar ...of the SceneViewFollower array to the number of SceneViews you have in the editor.
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  • Place this script in ''Assets/Editor'' and select "easyvar" in the Window menu. Specify the name of the script,
    3 KB (321 words) - 10:32, 21 October 2012
  • ...handle to GameObjects which helps show the position and orientation in the Editor. Also allows clicking on invisible objects.
    3 KB (360 words) - 11:48, 1 November 2012
  • This adds an isometric frame visible in the editor.
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  • [[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
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  • ...low you to swap out all items with a certain tag , after putting it in the editor folder you need to click Window, and then select tileswapper .
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  • '''Lightmapping Extended''' is an editor tool that unlocks hidden features in Unity's lightmapping system.
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  • ...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;
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  • ... for use as a starting point for how to build a minimalistic 2D tile map & editor within unity.'' The TileMapEditor.cs script is an editor script that contains all the drawing logic.
    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]]
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  • 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
  • This editor script creates a baseboards for a selected terrain inside the editor. Place this script as "CreateTerrainBaseboards.cs" in ''YourProject/Assets/Editor'' and a menu item will automatically appear in the "Terrain/Create Terrain
    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
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  • == "Editor" == ...ity from the UnityEditor namespace, it has to be placed in a folder called Editor.
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  • ... 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 ==
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  • ...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].
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  • ...onality. 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
  • This editor window simply helps set the HideFlags of game objects to NotEditable and op ...s and then save the script below to ObjectLockWindow.cs and put them in an Editor directory.
    3 KB (355 words) - 15:06, 1 June 2013
  • ...ee 'what does what' in your codebase (because it is distributed across the editor)</li>
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  • 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.
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  • 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
  • It has a public string guid, variable which this editor script sets every-time I run it. As I create new items, I re-run the script
    2 KB (261 words) - 16:46, 4 July 2013
  • * If you haven't done so already, set up a Movie Texture in the Unity editor. Documentation for Movie Textures can be found [http://docs.unity3d.com/Do
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  • ...s, prefabs, and whole scenes, with color-coded diffs directly in the Unity editor. This way you can manipulate your objects with the interface you're alread ...e the normal 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
    25 KB (4,388 words) - 03:09, 21 January 2019
  • ...ved, and instead visual Hinges were added to make it similar to iTweenPath editor.
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  • This script allows you to see how long the current Unity editor window has been open for. Place this script in your Editor folder.
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  • The Gimp image editor is a free image editing program.
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  • ...e this code into a file called BuiltInResourcesWindow.cs, and put it in an Editor folder. TextEditor editor = new TextEditor();
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  • [[Category:Editor Scripts]]
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  • [[Category:Editor Scripts]]
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  • This editor script adds a "Finder" window, accessible from the toolbar at: Tools/GameOb Place this script in an ''Editor'' folder and the menu item will appear in the toolbar once it is compiled.
    26 KB (1,946 words) - 22:57, 31 January 2014
  • - Editor GUI now shows which mic you are using. - Expanded the editor functionality: now you can choose the audio device which you want to use. U
    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
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  • #REDIRECT [[Editor Scripting Detailed Overview]]
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  • The script needs to be placed in a folder called '''Editor'''.
    6 KB (663 words) - 13:35, 4 March 2016
  • * 1. The lines are drawn in the Game window, not the Scene editor window.
    6 KB (819 words) - 00:26, 7 November 2013
  • The palette images are generated with the CreatePalette editor component in Unity3d. The dithering algorithms used in color selection for
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  • Allows you to compile a C# script right to a dll within the editor. It uses the CodeDomProvider from .NET to compile a C# source. No other lan
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  • ... empty object, then adjust the Force (Vector2). You can adjust this in the editor or in the script, as it is a public property ... empty object, then adjust the Force (Vector2). You can adjust this in the editor or in the script, as it is a public property
    2 KB (316 words) - 15:32, 14 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.
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  • [[Category:Editor Scripts]]
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  • This is editor class so place this code to any '''Editor''' folder inside your '''Assets''' folder<br /> public class CreateAnimation : Editor {
    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
  • 1) Copy the "System.Drawing.dll" file in the "C:\Program Files (x86)\Unity\Editor\Data\Mono\lib\mono\2.0" folder into your "Assets" folder.
    2 KB (295 words) - 20:18, 3 March 2014
  • ...ty to freeze! Setting the aspect ratio in the "Game" view inside the Unity editor will usually work, but it will sometimes provide incorrect results. For exa ==AspectRatioCalculator.cs (Editor Window)==
    8 KB (1,057 words) - 15:22, 19 April 2014
  • -Place the GameWindowSize.cs script in ''YourProject/Assets/Editor''. ...Size.cs to the physical horizontal size of the monitor you use to view the Editor.
    12 KB (1,404 words) - 09:29, 12 March 2014
  • ...eshExtension.js" with the contents as shown below and place it inside the "Editor" folder. class TextMeshExtension extends Editor{
    860 B (116 words) - 20:55, 7 April 2014
  • ... 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. Once "Play" is pressed in the Unity Editor, it should output all the animation frames to PNGs output in the folder you
    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
  • ...ng systems. Unity Technologies do not provide a Linux version of the Unity Editor, nor the Unity Web Player. Unity Web Player can still be run on Linux versi ...gl option for the Web Player. Some Linux users have managed to force Unity Editor in OpenGL mode without a crash, using a patched Wine version. Possibility t
    3 KB (400 words) - 21:42, 7 February 2019
  • In the Editor project, put settings.txt into the same folder as Assets, Library, ProjectS
    7 KB (838 words) - 12:26, 4 December 2014
  • ...cs file in an Editor folder, and put the second somewhere *other* than the Editor folder. When you have an enum field you want to turn into a mask field in t
    2 KB (288 words) - 21:57, 28 May 2018
  • This editor script adds a context menu item to the Project window called "Find in Prefa Place this script in ''YourProject/Assets/Editor'' and the menu items will appear in the Project context menu once it is com
    3 KB (325 words) - 17:57, 12 May 2014
  • This is an Editor script for managing SKUs inside Unity. It allows to create different SKUs f It could be improved by allowing to edit the SKUs from the editor itself, instead of setting them in code.
    3 KB (299 words) - 15:29, 23 May 2014
  • Go to the editor, press play, and test the control: Go to the editor, press play, and test the control:
    12 KB (1,705 words) - 21:43, 5 November 2014
  • Did you know your editor scripts can acquire a preview texture for an asset? Check out the members o 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
  • * Create a folder called ''"Editor"'' in your Assets folder and place the [[UUniCG]] script inside You should be looking at a level created in an external editor with efficient colliders now. The files I created during the tutorial can b
    8 KB (1,314 words) - 18:42, 27 June 2014
  • || typeName.Contains( "editor" ) || typeName.Contains( "debug" ) )
    7 KB (567 words) - 14:13, 15 January 2015
  • public class iTweenPathEditor : Editor
    8 KB (965 words) - 03:58, 14 August 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
  • Place this script as "CreateIcoSphere.cs" in ''YourProject/Assets/Editor'' and a menu item will automatically appear in the "GameObject/Create Other ...n (0,0,0) if checked; otherwise it's created a little ways in front of the editor camera.
    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
  • * Xbox 360 support is currently only for the Windows editor and for Windows builds. Make sure that the editor is targeting Standalone Windows for builds.
    9 KB (1,341 words) - 21:18, 6 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
  • ...his script package (which allows for exposing properties without dedicated editor scripts) can be found here: [[ExposePropertiesInInspector_Generic]] Now create another script in the "Assets/Editor" folder named "ExposeProperties" and paste the following code:
    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
  • // draws a useful reference grid in the editor in Unity. ...ename + centre the gameobject upon first time dragging the script into the editor.
    3 KB (368 words) - 06:25, 17 January 2016
  • 1) Editor and Ingame input controller mapping
    2 KB (216 words) - 11:15, 27 April 2015
  • 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
  • ... to have exposed properties in the inspector without the need for specific editor scripts for each, having only to inherit from the ExposableMonobehavior Cla Now create another script in the "Assets/Editor" folder named "ExposeProperties" and paste the following code:
    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
  • ...t into a file named SaveOnPlay.cs under a folder named Editor, e.g. Assets/Editor/SaveOnPlay.cs .
    894 B (88 words) - 01:34, 9 December 2015
  • Place TransformInspectorWithSize.cs into an Editor folder inside of your project's Assets folder. public class TransformInspector : UnityEditor.Editor {
    7 KB (763 words) - 07:25, 1 October 2015
  • ...define's, but they can be added to each build type's player settings using editor scripts (http://docs.unity3d.com/Manual/PlatformDependentCompilation.html)
    7 KB (832 words) - 20:43, 24 January 2016
  • ...he prefab inspector (Allow designers a nice UI without custom scripting an editor extension)
    12 KB (1,541 words) - 16:46, 11 February 2016
  • You must place the script in a folder named '''Editor''' in your project's Assets folder for it to work properly.
    2 KB (189 words) - 13:03, 28 June 2016
  • Add '''SceneFieldDrawer.cs''' to an '''Editor''' folder for extra convenience. == C# - Editor/SceneFieldDrawer.cs ==
    2 KB (211 words) - 09:34, 5 July 2016
  • The example editor is based on the GUID ''8bf3d03...'', public class ObjectInspectorInitiator : Editor {
    8 KB (774 words) - 09:15, 6 September 2016
  • ...each allocation. It appears that the Mono heap (at least in Windows 64-bit Editor and standalone build, as of Unity 5.4.3f1) always allocates memory in multi // Results are consistent between 64-bit Unity Editor (edit time or play mode) and x64 Windows standalone build.
    4 KB (397 words) - 23:47, 23 December 2016
  • ...odeConfigLoader.cs''' in some editor folder (Assets/Scripts/Editor, Assets/Editor, etc.).
    3 KB (288 words) - 12:23, 2 April 2017
  • Place the script in a folder named '''Editor''' in your project's Assets folder. (assemblyName.StartsWith("Assembly-CSharp-Editor") ||
    15 KB (1,087 words) - 12:49, 19 April 2017

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