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@bzgeb
bzgeb / TriggerContainerEditor.cs
Created September 28, 2012 14:52
Example Drag & Drop area in a custom inspector for the Unity editor
using UnityEngine;
using System.Collections;
using UnityEditor;
[CustomEditor (typeof(TriggerContainer))]
public class TriggerContainerEditor : Editor
{
private SerializedObject obj;
@mstevenson
mstevenson / FileUtility.cs
Created December 27, 2012 08:52
A small file utility class for Unity. Transform an absolute path into an Assets folder relative path, and get a list of all Resources directories in the project.
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System.IO;
public class FileUtility {
/// <summary>
/// Determine whether a given path is a directory.
/// </summary>
@frarees
frarees / MacroKiller.cs
Last active December 8, 2023 10:30
Evaluate C# code on editor for Unity3D
// https://frarees.github.io/default-gist-license
using System.IO;
using System.Reflection;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using Microsoft.CSharp;
using System.CodeDom.Compiler;
@mobilemind
mobilemind / git-tag-delete-local-and-remote.sh
Last active August 10, 2025 11:21
how to delete a git tag locally and remote
# delete local tag '12345'
git tag -d 12345
# delete remote tag '12345' (eg, GitHub version too)
git push origin :refs/tags/12345
# alternative approach
git push --delete origin tagName
git tag -d tagName
@capnslipp
capnslipp / SerializedPropertyValueExtension.cs
Last active June 18, 2023 19:45
Genericized #Unity3D SerializedProperty value access, an extension that should be part of the API.
/// @creator: Slipp Douglas Thompson
/// @license: Public Domain per The Unlicense. See <http://unlicense.org/>.
/// @purpose: Genericized Unity3D SerializedProperty value access.
/// @why: Because this functionality should be built-into Unity.
/// @usage: Use as you would a native SerializedProperty method;
/// e.g. `Debug.Log(mySerializedProperty.Value<Color>());`
/// @intended project path: Assets/Plugins/Editor/UnityEditor Extensions/SerializedPropertyValueExtension.cs
/// @interwebsouce: https://gist.github.com/capnslipp/8516384
using System;
@benblo
benblo / SceneUtility.cs
Created April 15, 2014 13:29
Utility to open all scenes of a Unity project and process them: resave, refactor data, etc. To be used with EditorCoroutines: https://gist.github.com/benblo/10732554
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
using Object = UnityEngine.Object;
using UnityEditor;
namespace Swing.Editor
{
@gubatron
gubatron / command_exists.sh
Created September 6, 2014 12:10
check if command exists (linux, mac)
function command_exists {
#this should be a very portable way of checking if something is on the path
#usage: "if command_exists foo; then echo it exists; fi"
type "$1" &> /dev/null
}
@dhei
dhei / gitcheatsheet.md
Last active April 25, 2024 15:03
Git cheetsheet
undo git merge
git reset --hard HEAD~1
delete a tag in remote
git tag -d mytag
git push origin :refs/tags/mytag
Remove local branches no longer on remote
@openglsdl
openglsdl / gist:cfcb6508ab1c5ac27f84
Last active October 18, 2023 04:36
Unity BatchMode Console via @garrynewman
// http://garry.tv/2014/04/23/unity-batchmode-console/
public class ServerConsole : MonoBehaviour
{
#if UNITY_EDITOR_WIN || UNITY_STANDALONE_WIN
Windows.ConsoleWindow console = new Windows.ConsoleWindow();
Windows.ConsoleInput input = new Windows.ConsoleInput();
string strInput;
@danielpunkass
danielpunkass / XcodeBuildLogParser
Created January 16, 2015 14:29
Example configuration file for Jenkins's build log parser plugin, including some rules for Xcode quirks
# don't treat any of these as errors, warnings or info
ok /setenv /
# ignore TidyXML warnings
ok /line [0-9]+ column [0-9]+ - Error:/
ok /line [0-9]+ column [0-9]+ - Warning:/
ok /[0-9]+ warning.+ error.+ found!/
# ignore weird warnings about build variables in Info.plist:
# e.g. "warning: ignoring operator ':rfc1034Identifier' on 'RSWebClientCore' for macro 'PRODUCT_NAME'"