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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

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