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@empika
empika / gist:10e703989ffecfa89a98
Last active August 29, 2015 14:16
Load an array of sprites in unity
string spriteSheet = AssetDatabase.GetAssetPath( TileMapTexture );
Sprite[] sprites = AssetDatabase.LoadAllAssetsAtPath(spriteSheet).OfType<Sprite>().ToArray();
using System;
#if UNITY_EDITOR
using UnityEditor;
#endif
using UnityEngine;
using UnityEngine.Rendering;
namespace Code.Utils
{
public class MeshUtils
public class SetFontPixelly : MonoBehaviour
{
public List<Font> Fonts = new List<Font>();
public void Start()
{
foreach (Font font in Fonts)
{
font.material.mainTexture.filterMode = FilterMode.Point;
}
@empika
empika / AddressablesLoadAllAssets.cs
Created June 25, 2020 15:04
Addressables LoadAllAssets
public IEnumerator LoadAllAssets<T>(OnLoadAssetsCallback<T[]> callback) where T : Object
{
List<IResourceLocation> locations = getLocationsForType<T>();
AsyncOperationHandle<IList<T>> asyncOperation = Addressables.LoadAssetsAsync<T>(locations, null);
yield return asyncOperation;
if (asyncOperation.Status == AsyncOperationStatus.Succeeded)
{
callback(asyncOperation.Result.ToArray());
}
}
@empika
empika / SceneViewEditorBoilerplate.cs
Last active July 17, 2021 02:01
SceneViewEditorBoilerplate
using System.Collections.Generic;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEngine.SceneManagement;
public class SceneViewEditorBoilerplate : ScriptableObject
{
public const string SVE_IS_ENABLED = "SVE_IS_ENABLED";