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//Just set EditorGUI.s_SelectAllOnMouseUp (an internal variable) to false every frame / every time you draw. | |
//This variable is usually set to true in certain circumstances, so we're overwriting the value. | |
//I honestly don't know why this feature exists, it's quite annoying and never useful. | |
//Of course, be sure to cache the field! | |
selectAllField = typeof(EditorGUI).GetField("s_SelectAllOnMouseUp", BindingFlags.NonPublic | BindingFlags.Static | BindingFlags.Default); | |
selectAllField.SetValue(null, false); |
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using System; | |
using System.Collections.Generic; | |
using System.Text; | |
using UnityEditor; | |
using UnityEditor.Compilation; | |
using UnityEngine; | |
[InitializeOnLoad] | |
public class AsmdefDebug | |
{ |
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using Unity.Collections; | |
using Unity.Collections.LowLevel.Unsafe; | |
using Unity.Mathematics; | |
using UnityEngine; | |
public class NativeMeshTest : MonoBehaviour | |
{ | |
private NativeArray<float3> vertexBuffer; | |
private Vector3[] vertexArray; |
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using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEngine.EventSystems; | |
/* | |
MAKE A 3D OBJECT DRAGGABLE | |
Riccardo Stecca | |
http://www.riccardostecca.net |
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using UnityEditor; | |
using UnityEngine; | |
namespace Utils { | |
public class ScriptTemplateModifier : UnityEditor.AssetModificationProcessor { | |
private const string SCRIPT_LOCATION = "Assets/Scripts/"; | |
private const string PROJECT_NAME = "#PROJECT_NAME#"; | |
private const string FILE_PATH = "#FILE_PATH#"; |
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// Put this in an editor folder | |
using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEditor; | |
using UnityEngine; | |
using UnityEngine.Experimental.LowLevel; | |
using UnityEngine.Profiling; |
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/// Used to draw custom inspectors for unrecognised file types, which Unity imports as "DefaultAsset" | |
/// To do this, create a new editor class extending DefaultAssetInspector | |
/// Return true in the IsValid function if the file extension of the file matches the type you'd like to draw. | |
/// The DefaultAssetEditor class will then hold a reference to the new instance of your editor class and call the appropriate methods for drawing. | |
/// An example can be found at the bottom of the file. | |
using UnityEngine; | |
using UnityEditor; | |
using System; | |
using System.IO; |
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# Created by https://www.gitignore.io/api/osx,linux,unity,csharp,windows,monodevelop,visualstudio,visualstudiocode | |
### Csharp ### | |
## Ignore Visual Studio temporary files, build results, and | |
## files generated by popular Visual Studio add-ons. | |
## | |
## Get latest from https://github.com/github/gitignore/blob/master/VisualStudio.gitignore | |
# User-specific files |