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using UnityEngine; | |
using System.Collections; | |
using UnityEditor; | |
using UnityEditor.Callbacks; | |
using System.IO; | |
public class PostprocessBuildPlayer : ScriptableObject { | |
[PostProcessBuild] | |
static void OnPostprocessBuildPlayer(BuildTarget target, string buildPath) { |
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// Drop this script in the Editor directory in your project (creating the Editor directory if it's not there yet) | |
// Then re-import the assets in the directories covered by this script (right click and reimport) | |
// | |
// I would replace my path checking with the path checking from this gist: | |
// https://gist.github.com/1842177 | |
// | |
// The texture settings for icons might want to use some of his settings combined with mine as well | |
using UnityEngine; |
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// Copyright (c) 2012 Calvin Rien | |
// http://the.darktable.com | |
// | |
// This software is provided 'as-is', without any express or implied warranty. In | |
// no event will the authors be held liable for any damages arising from the use | |
// of this software. | |
// | |
// Permission is granted to anyone to use this software for any purpose, | |
// including commercial applications, and to alter it and redistribute it freely, | |
// subject to the following restrictions: |
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using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
using System.Reflection; | |
public class GUIMerge : MonoBehaviour { | |
public GUISkin primary; | |
public GUISkin[] skins; |
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// You can switch to a regular Update() loop | |
// if you comment out this line. (makes debugging easier) | |
#define COROUTINE | |
// | |
using System.Collections; | |
using System.Collections.Generic; | |
using System.Diagnostics; | |
using System.Text; | |
using UnityEngine; | |
using Debug = UnityEngine.Debug; |
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using UnityEngine; | |
using System.Collections; | |
namespace UnityEngine { | |
/// <summary> | |
/// Usage: | |
/// | |
/// (optional) Call GUIScaler.Initialize() in Start(), Awake() or OnEnable() (only needed once) | |
/// Call GUIScaler.Begin() at the top of your OnGUI() methods | |
/// Call GUIScaler.End() at the bottom of your OnGUI() methods |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEditor; | |
using DB = UnityEngine.Debug; | |
public class SelectWithLayer : ScriptableObject { | |
static void SelectLayer(int layerNum) { | |
var objs = Selection.GetFiltered(typeof(GameObject), SelectionMode.Deep); |
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syntax: glob | |
.DS_Store | |
*.sln | |
*.userprefs | |
*.csproj | |
*.pidb | |
*.unitypackage | |
syntax: regexp | |
^Build/.* |
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using System.IO; | |
using UnityEditor; | |
using UnityEngine; | |
public class IconPostprocessor : AssetPostprocessor { | |
void OnPreprocessTexture () { | |
if (assetPath.ToLower().StartsWith(Path.Combine("assets", "platform"))) { | |
var ti = (TextureImporter) assetImporter; | |
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{"frames": { | |
{% for sprite in spritesAndAliases %} | |
"{{ sprite.name }}": | |
{ | |
"frame": {"x":{{ sprite.textureRectX }},"y":{{ sprite.textureRectY }},"w":{{ sprite.textureRectWidth }},"h":{{ sprite.textureRectHeight }}}, | |
"rotated": {% if sprite.isRotated %}true{% else %}false{% /if %}, | |
"trimmed": {% if sprite.isTrimmed %}true{% else %}false{% /if %}, | |
"spriteSourceSize": {"x":0,"y":0,"w":{{ sprite.sourceSizeWidth }},"h":{{ sprite.sourceSizeHeight }}}, | |
"sourceSize": {"w":{{ sprite.sourceSizeWidth }},"h":{{ sprite.sourceSizeHeight }}}, | |
"spriteColorRect": {"x":{{ sprite.sourceColorRectX }},"y":{{ sprite.sourceColorRectY }},"w":{{ sprite.sourceColorRectWidth }},"h":{{ sprite.sourceColorRectHeight }}}, |