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| using System.Collections; | |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| [ExecuteInEditMode] | |
| public class BoneDebug : MonoBehaviour | |
| { | |
| SkinnedMeshRenderer skm; | |
| public List<Transform> bones = new List<Transform>(); |
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| using System.Collections; | |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| using UnityEditor; | |
| [System.Serializable] | |
| public class MaterialEntry | |
| { | |
| public Material material; | |
| public List<Texture2D> textures; |
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| /// <summary> | |
| /// Grab the end of the string for our naming convention and see if it matches a known convention | |
| /// </summary> | |
| /// <param name="texture"></param> | |
| /// <param name="material"></param> | |
| private static void SetTexture(Texture2D texture, Material material) | |
| { | |
| var split = texture.name.Split('_'); | |
| var idx = split.Length - 1; | |
| // Debug.Log("Postfix for texture: " + texture.name + " : " + split[idx]); |
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| using UnityEngine; | |
| using UnityEditor; | |
| using UnityEditor.ShortcutManagement; | |
| namespace PixelWizards.Utilities | |
| { | |
| // This causes the class' static constructor to be called on load and on starting playmode | |
| [InitializeOnLoad] | |
| class PhysicsSettler |
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| using UnityEngine; | |
| using UnityEditor; | |
| using UnityEditor.ShortcutManagement; | |
| namespace PixelWizards.Utilities | |
| { | |
| // This causes the class' static constructor to be called on load and on starting playmode | |
| [InitializeOnLoad] | |
| class PhysicsSettler |
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| using UnityEditor; | |
| using UnityEngine; | |
| namespace MWU.Shared.Utilities | |
| { | |
| public class CreateEmptyAtRoot : MonoBehaviour | |
| { | |
| [MenuItem("GameObject/Create Empty at Root", false, 0)] | |
| public static void Create() |
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| using System.Collections.Generic; | |
| using UnityEditor; | |
| using UnityEngine; | |
| namespace MWU.Shared.Utilities | |
| { | |
| public static class ResetParentTransform | |
| { | |
| [MenuItem("Tools/Edit/Reset Parent Transform %_r")] | |
| public static void DistributeObjectsEvenly() |
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| using System.Collections; | |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| namespace PixelWizards.CharacterCustomizer | |
| { | |
| /// <summary> | |
| /// attach this to the clothing GO you want to attach (the GO with the SkinnedMeshRenderer) | |
| /// drag the main character body you want to attach it to (the GO with the SkinnedMeshRenderer) | |
| /// the clothing rig must have been the same rig the character's body used. the body parts (transforms) must be named the same thing |
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| using System; | |
| using System.Collections.Generic; | |
| using System.IO; | |
| using Newtonsoft.Json; | |
| using UnityEngine; | |
| public class UsingJsonDotNetInUnity : MonoBehaviour | |
| { | |
| private void Awake() | |
| { |
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| using UnityEngine; | |
| using UnityEditor; | |
| using UnityEditor.SceneManagement; | |
| namespace PixelWizards.GameSystem.Utility.Editor | |
| { | |
| public class GameDashboard : EditorWindow | |
| { | |
| static int MinWidth = 150; |