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Sean Mann Naphier

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Naphier / DebugToFile.cs
Created October 11, 2015 16:30
Simple debugging to file. Useful for creating CSV files where you want to look at variable changes over each frame.
using System.Collections.Generic;
using System.IO;
using UnityEngine;
namespace NG
{
public class DebugToFile
{
public static List<string> dOut = new List<string>();
@Naphier
Naphier / ParticleSystemSpeed.cs
Created October 11, 2015 16:27
Simple script to set the playback speed of a particle system on application start Allows you to also lock that speed so it can't be changed by another script.
using UnityEngine;
/// <summary>
/// Simple script to set the playback speed of a particle system on application start
/// Allows you to also lock that speed so it can't be changed by another script.
/// </summary>
[RequireComponent(typeof(ParticleSystem))]
public class ParticleSystemSpeed : MonoBehaviour
{
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Naphier / WeightedRandom.cs
Created October 11, 2015 16:27
Class to get a weighted random number
using UnityEngine;
namespace NG
{
/// <summary>
/// Gets a weighted random number
/// Usage
/// float y = WeightedRandom.GetRandomValue(
/// new WeightedRandom.RandomSelection(100f, 80f , 0.20f),
/// new WeightedRandom.RandomSelection(80f, 60f, 0.40f),
@Naphier
Naphier / ShowRotated.cs
Created October 11, 2015 16:20
Draws rotated transform handles for a game object
using UnityEngine;
public class ShowRotated : MonoBehaviour
{
public void OnDrawGizmos()
{
Gizmos.matrix = transform.localToWorldMatrix;
Gizmos.color = Color.blue;
Gizmos.DrawLine(Vector3.zero, Vector3.forward * 10f);
Gizmos.color = Color.red;
@Naphier
Naphier / ShowColliders.cs
Created October 11, 2015 16:18
Shows all active colliders in a scene with different color for triggers vs colliders.
using UnityEngine;
public class ShowColliders : MonoBehaviour
{
public enum collidertype
{ All, TriggersOnly, CollidersOnly, None}
public collidertype show = collidertype.All;
public Color colliderColor = Color.yellow;
public Color triggerColor = Color.blue;
using UnityEngine;
using UnityEditor;
public class MasterCam : ScriptableObject
{
[MenuItem("GameObject/MasterCam/Set all cameras")]
static void CopyToAllCameras()
{
bool go = EditorUtility.DisplayDialog("MasterCam", "***This operations cannot be undone!***\nThis will copy the current scene's camera settings to every camera in every scene included in Build Settings.", "OK", "Cancel");
if (go)