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 |