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# Parse Arguments | |
Param( | |
[Parameter(Mandatory, HelpMessage = "The path for the Manifest.")] | |
[String] $Manifest | |
) | |
if (-not (Test-Path -Path $Manifest -PathType Leaf)) { | |
throw 'The Manifest file does not exist.' | |
} |
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/// Intended Use: Unity Reallusion Character Creator 3 Mouth Open Fix | |
/// Example Usage (at video time 2:00-2:24) : https://youtu.be/I9lT5sKLI6Q?t=120 | |
/// This script resolves a bug with Reallusion Character Creator 3 models where the mouth is open by default. | |
/// Controls the rotation of the Jaw Bone using a min/max range based on the Mouth_Open BlendShape. | |
/// Setup Instructions | |
/// 1. Attach it to your character model game object |
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using System; | |
using System.Collections.Generic; | |
using System.Linq; | |
using UnityEditor; | |
using UnityEngine; | |
namespace Utils.Editor | |
{ | |
public static class AssetDatabaseExt | |
{ |
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using System.Collections.Generic; | |
using UnityEditor; | |
using UnityEditor.SceneManagement; | |
using UnityEngine; | |
using UnityEngine.SceneManagement; | |
public class SceneViewEditorBoilerplate : ScriptableObject | |
{ | |
public const string SVE_IS_ENABLED = "SVE_IS_ENABLED"; |
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using System; | |
using System.Collections.Generic; | |
using Unity.Collections.LowLevel.Unsafe; | |
using UnityEngine; | |
using UnityEngine.AddressableAssets; | |
using UnityEngine.ResourceManagement.AsyncOperations; | |
using UnityEngine.ResourceManagement.ResourceLocations; | |
using Object = UnityEngine.Object; | |
public class AddressableLabels |
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using System; | |
using System.Collections.Generic; | |
using System.Linq; | |
using UnityEngine; | |
using Unity.Physics.Authoring; | |
#if UNITY_EDITOR | |
using UnityEditor; | |
#endif | |
[Serializable] |
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using UnityEditor; | |
using UnityEngine; | |
//How can i run a script in at at edit time (Not Runtime) when object is selected, and recive user input (Edit update loop) ? | |
//Editor scripts have to be in folder named Editor | |
//[CustomEditor(typeof(GameObject))] ensures that this peace of code will run only when we have GameObject selected so we are save to cast object to GameObject [selectedTarget = (GameObject)target;] | |
[CustomEditor(typeof(GameObject))] //This is custom editor for the type GameObject ( This script will kick in when we have game object selected ) | |
public class CubeEditor : Editor | |
{ |
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using System.Collections.Generic; | |
using System.Linq; | |
using UnityEditor; | |
public static class AssetDatabaseUtils | |
{ | |
public static T FindAsset<T>() where T : UnityEngine.Object | |
{ | |
return FindAssets<T>().FirstOrDefault(); | |
} |
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using System.Linq; | |
using UnityEngine; | |
#if UNITY_EDITOR | |
using System; | |
using UnityEditor; | |
#endif | |
namespace Global.Scripts.ConstructionScript | |
{ |