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using UnityEngine; | |
using UnityEditor.Build; | |
using UnityEditor.Build.Reporting; | |
using UnityEditor; | |
using UnityEditor.iOS.Xcode; | |
using System.IO; | |
public class ExcemptFromEncryption : IPostprocessBuildWithReport // Will execute after XCode project is built | |
{ | |
public int callbackOrder { get { return 0; } } |
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using System.Collections.Generic; | |
using System.IO; | |
using UnityEditor; | |
using UnityEditorInternal; | |
using UnityEngine; | |
// This is only useful for spritesheets that need to be automatically sliced (Sprite Editor > Slice > Automatic) | |
public class AutoSpriteSlicer | |
{ | |
[MenuItem("Tools/Slice Spritesheets %&s")] |
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// Launch Arc Renderer for Unity 3D from this Tutorial (with minor fixes): | |
// https://www.youtube.com/watch?v=iLlWirdxass | |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
[RequireComponent (typeof(LineRenderer))] | |
public class LaunchArcRenderer : MonoBehaviour { |
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/* | |
This tool iterates through all the files in your project and checks for scripts. | |
It then goes through all the GameObjects in all the scenes in the project, and | |
checks for scripts that are not present on any GameObjects. | |
Note that this does not mean that the script is not used, just that it is possible that it isn't. | |
The script could still be used in many other ways. This tool is just to narrow the search for | |
unused code. |
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using UnityEditor; | |
using UnityEngine; | |
/* | |
* Projectile reflection demonstration in Unity 3D | |
* | |
* Demonstrates a projectile reflecting in 3D space a variable number of times. | |
* Reflections are calculated using Raycast's and Vector3.Reflect | |
* | |
* Developed on World of Zero: https://youtu.be/GttdLYKEJAM |
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using System; | |
/// <summary> | |
/// Reference Class. | |
/// </summary> | |
[Serializable] | |
public abstract class Reference | |
{ | |
} |
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using UnityEngine; | |
using UnityEditor; | |
using System.Collections; | |
using System.Collections.Generic; | |
using System.Linq; | |
using System.IO; | |
using System.Text.RegularExpressions; | |
// Little utility to check for shortcut key collisions because it's hard to | |
// know if you're duplicating one from anywhere else. |
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using UnityEngine; | |
using UnityEditor; | |
public class ReplaceWithPrefab : EditorWindow | |
{ | |
[SerializeField] private GameObject prefab; | |
[MenuItem("Tools/Replace With Prefab")] | |
static void CreateReplaceWithPrefab() | |
{ |
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using UnityEngine; | |
using UnityEngine.UI; | |
using System.Collections; | |
namespace FBCapture | |
{ | |
public class FPSScript : MonoBehaviour | |
{ | |
/// <summary> | |
/// Delta time |
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// | |
// Copyright (c) 2017 eppz! mobile, Gergely Borbás (SP) | |
// | |
// http://www.twitter.com/_eppz | |
// | |
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, | |
// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A | |
// PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT | |
// HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF | |
// CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE |