A SceneReference
wrapper class that uses ISerializationCallbackReceiver and a custom PropertyDrawer
to provide safe, user-friendly scene references in scripts.
![alt text][1]
func get_all_files(path: String, file_ext := "", files := []): | |
var dir = Directory.new() | |
if dir.open(path) == OK: | |
dir.list_dir_begin(true, true) | |
var file_name = dir.get_next() | |
while file_name != "": | |
if dir.current_is_dir(): |
using System; | |
using System.Collections.Generic; | |
using Entitas; | |
public class CompositeSystem : Systems { | |
IContexts contexts; | |
public CompositeSystem(IContexts contexts) { | |
this.contexts = contexts; | |
} |
Shader "Name" { | |
Properties { | |
_Name ("display name", Range (min, max)) = number | |
_Name ("display name", Float) = number | |
_Name ("display name", Int) = number | |
_Name ("display name", Color) = (number,number,number,number) | |
_Name ("display name", Vector) = (number,number,number,number) |
using UnityEngine; | |
using UnityEditor; | |
using UnityEditor.SceneManagement; | |
using UnityEngine.SceneManagement; | |
// From https://gist.github.com/JohannesDeml/5802473b569718c9c86de906b7039aec | |
// Original https://gist.github.com/ulrikdamm/338392c3b0900de225ec6dd10864cab4 | |
// Adds a "Edit Prefab" option in the Assets menu (or right clicking an asset in the project browser). | |
// This opens an empty scene with your prefab where you can edit it. | |
// Put this script in your project as Assets/Editor/EditPrefab.cs |
A SceneReference
wrapper class that uses ISerializationCallbackReceiver and a custom PropertyDrawer
to provide safe, user-friendly scene references in scripts.
![alt text][1]
# Unity | |
*.cs diff=csharp text | |
*.cginc text | |
*.shader text | |
# Unity YAML | |
*.mat merge=unityyamlmerge eol=lf | |
*.anim merge=unityyamlmerge eol=lf |