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@ProGM
ProGM / DraggablePoint.cs
Last active April 25, 2023 07:45
A Unity Editor extension to generate draggable points for vector3 serialized attributes.
using System;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
public class DraggablePoint : PropertyAttribute {}
#if UNITY_EDITOR
@sinbad
sinbad / MeshRendererSortingEditor.cs
Last active October 6, 2024 16:10
Expose sorting layer in MeshRenderer inspector, for rendering on top of sprites
using UnityEngine;
using UnityEditor;
using System.Linq;
/// This just exposes the Sorting Layer / Order in MeshRenderer since it's there
/// but not displayed in the inspector. Getting MeshRenderer to render in front
/// of a SpriteRenderer is pretty hard without this.
[CustomEditor(typeof(MeshRenderer))]
public class MeshRendererSortingEditor : Editor
{
@tomkail
tomkail / ExtendedScriptableObjectDrawer.cs
Last active October 19, 2024 04:37
Displays the fields of a ScriptableObject in the inspector
// Developed by Tom Kail at Inkle
// Released under the MIT Licence as held at https://opensource.org/licenses/MIT
// Must be placed within a folder named "Editor"
using System;
using System.Collections.Generic;
using System.IO;
using UnityEditor;
using UnityEngine;
@tomkail
tomkail / BetterPropertyField.cs
Last active April 15, 2024 14:07
Unity editor helper that draws a serialized property (including children) fully, even if it's an instance of a custom serializable class.
using UnityEngine;
using UnityEditor;
using System.Collections;
public static class BetterPropertyField {
/// <summary>
/// Draws a serialized property (including children) fully, even if it's an instance of a custom serializable class.
/// Supersedes EditorGUILayout.PropertyField(serializedProperty, true);
/// </summary>
/// <param name="_serializedProperty">Serialized property.</param>
@tomkail
tomkail / DefaultAssetEditor.cs
Last active August 21, 2024 10:41
Draws inspectors for any file type Unity doesn't draw by default
/// Used to draw custom inspectors for unrecognised file types, which Unity imports as "DefaultAsset"
/// To do this, create a new editor class extending DefaultAssetInspector
/// Return true in the IsValid function if the file extension of the file matches the type you'd like to draw.
/// The DefaultAssetEditor class will then hold a reference to the new instance of your editor class and call the appropriate methods for drawing.
/// An example can be found at the bottom of the file.
using UnityEngine;
using UnityEditor;
using System;
using System.IO;
@zthxxx
zthxxx / Activate Office 2019 for macOS VoL.md
Last active November 19, 2024 10:55
crack activate Office on mac with license file
@GeekTrainer
GeekTrainer / async-summary.md
Created June 7, 2018 15:43
Delegates, callbacks, promises, and async/await

Delegates, callbacks, promises, and async/await

I was recently asked by a junior developer what the difference between all of the above is in JavaScript. Below is my stream of consciousness.

@yasirkula
yasirkula / MultiScreenshotCapture.cs
Last active October 24, 2024 05:11
Capture multiple screenshots with different resolutions simultaneously in Unity 3D
using System;
using System.Collections.Generic;
using System.IO;
using System.Reflection;
using UnityEditor;
using UnityEngine;
namespace MultiScreenshotCaptureNamespace
{
internal static class ReflectionExtensions