Guide for Unity Addressable Asset System.
Check out this sample code repo.
This guide supports languages below.
Created: 2020-07-03
Last updated: 2020-08-26 minor typo correction
| using System; | |
| namespace TMG.UnitSelection | |
| { | |
| [Flags] | |
| public enum CollisionLayers | |
| { | |
| Selection = 1 << 0, | |
| Ground = 1 << 1, | |
| Units = 1 << 2 |
| // Author: Lachee | |
| // License: Public Domain - Do what you want with it | |
| // Note: Script to convert line endings in unity so you dont get those annoying warnings. | |
| // Simply put this script in a folder called Editor, then go Tools -> EOL Conversion -> Windows/Unix | |
| using System.Collections; | |
| using System.Collections.Generic; | |
| using System.Text.RegularExpressions; | |
| using UnityEngine; | |
| using UnityEditor; |
| using UnityEngine; | |
| using UnityEngine.InputSystem; | |
| //!!>> This script should NOT be placed in an "Editor" folder. Ideally placed in a "Plugins" folder. | |
| namespace Invertex.UnityInputExtensions.Interactions | |
| { | |
| //https://gist.github.com/Invertex | |
| /// <summary> | |
| /// Custom Hold interaction for New Input System. | |
| /// With this, the .performed callback will be called everytime the Input System updates. |
| // FMOD Output Setter - Editor script | |
| // Author: Made Indrayana | |
| // MIT License | |
| // Create a window in Unity to be able to explicitly select FMOD's audio output and auto enable it on every Play Mode. | |
| using System; | |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| using UnityEditor; | |
| using FMODUnity; |
| using System.Linq; | |
| using System.Threading.Tasks; | |
| using UnityEngine; | |
| using UnityEngine.AddressableAssets; | |
| using UnityEngine.ResourceManagement.AsyncOperations; | |
| using UnityEngine.ResourceManagement.ResourceLocations; | |
| using UnityEngine.ResourceManagement.ResourceProviders; | |
| public sealed class AddressablesDownloader | |
| { |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| // TData should be a plain class or struct with the [System.Serializable] attribute. | |
| // TData can implement ISerializationCallbackReceiver if needed for more advanced uses. | |
| public class PlainDataInstancer<TData> : ScriptableObject | |
| { | |
| private static bool s_DataTypeValidated; | |
| [SerializeField] private TData m_PrototypeData; |
| using System; | |
| using System.Collections.Generic; | |
| using System.Linq; | |
| using UnityEditor; | |
| using UnityEngine; | |
| using Object = UnityEngine.Object; | |
| public class MaterialGradientDrawer : MaterialPropertyDrawer { | |
| private int resolution; |
| using System; | |
| using UnityEngine; | |
| using UnityEngine.Serialization; | |
| #if UNITY_EDITOR | |
| using UnityEditor; | |
| #endif | |
| public class RopeGenerator : MonoBehaviour | |
| { | |
| public Rigidbody attachementBody; |
Guide for Unity Addressable Asset System.
Check out this sample code repo.
This guide supports languages below.
Created: 2020-07-03
Last updated: 2020-08-26 minor typo correction
| using UnityEngine; | |
| [RequireComponent( typeof(Camera) )] | |
| public class FlyCamera : MonoBehaviour { | |
| public float acceleration = 50; // how fast you accelerate | |
| public float accSprintMultiplier = 4; // how much faster you go when "sprinting" | |
| public float lookSensitivity = 1; // mouse look sensitivity | |
| public float dampingCoefficient = 5; // how quickly you break to a halt after you stop your input | |
| public bool focusOnEnable = true; // whether or not to focus and lock cursor immediately on enable |