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@JakubNei
JakubNei / ComponentsCopier.cs
Last active January 31, 2023 05:41
A simple little editor extension to copy and paste all components
/*
A simple little editor extension to copy and paste all components
Help from http://answers.unity3d.com/questions/541045/copy-all-components-from-one-character-to-another.html
license: WTFPL (http://www.wtfpl.net/)
author: aeroson
*/
using UnityEngine;
using UnityEditor;
@bendangelo
bendangelo / EventManager.cs
Last active April 26, 2024 20:15
Unity3D C# Event Manager
/*
* Copyright 2017 Ben D'Angelo
*
* MIT License
*
* Permission is hereby granted, free of charge, to any person obtaining a copy of this
* software and associated documentation files (the "Software"), to deal in the Software
* without restriction, including without limitation the rights to use, copy, modify, merge,
* publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons
* to whom the Software is furnished to do so, subject to the following conditions:
@KeyMaster-
KeyMaster- / spriteGlitch.shader
Last active April 15, 2025 14:16
A glitch effect shader for Sprites in Unity3D
//Copyright (c) 2014 Tilman Schmidt (@KeyMaster_)
//Permission is hereby granted, free of charge, to any person obtaining a copy
//of this software and associated documentation files (the "Software"), to deal
//in the Software without restriction, including without limitation the rights
//to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
//copies of the Software, and to permit persons to whom the Software is
//furnished to do so, subject to the following conditions:
//The above copyright notice and this permission notice shall be included in
@ChemiKhazi
ChemiKhazi / EnumFlagAttribute.cs
Created April 29, 2014 09:59
Unity3d property drawer for automatically making enums flags into mask fields in the inspector.
using UnityEngine;
public class EnumFlagAttribute : PropertyAttribute
{
public string enumName;
public EnumFlagAttribute() {}
public EnumFlagAttribute(string name)
{
@n-yoda
n-yoda / SerializedObjectEditor.cs
Last active June 8, 2018 00:58
Unityの任意のアセットを編集するエディタスクリプト http://ny.hateblo.jp/entry/2014/03/23/051546
using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
using System.Linq;
/// <summary>
/// 「Window/SerializedObject Editor」で起動。
/// 選択中のObjectと関連ObjectからSerializedObjectを作ってPropertyを全て表示する。
/// </summary>
public class SerializedObjectEditor : EditorWindow
@vitalk
vitalk / git-branch-status
Created January 26, 2014 21:42
Show how many commits each branch is ahead or behind its upstream.
#!/usr/bin/env bash
# Usage: git-branch-status
# Show how many commits each branch is ahead or behind its upstream.
branch=`git rev-parse --abbrev-ref HEAD`
git for-each-ref --format='%(refname:short) %(upstream:short)' refs/heads | \
while read local upstream; do
using System;
using System.Collections.Generic;
public class GameEvent
{
}
public class EventMessenger
{
#include "XboxController.h"
XboxController::XboxController(PAD_ID pad) :
id(pad)
{
}
XboxController::~XboxController()
{
@MattRix
MattRix / RXDivider.cs
Last active August 12, 2024 01:17
Adds dividers into the inspector. Based on a brilliant idea by Matthew Wegner, see: https://twitter.com/mwegner/status/355147544818495488
//Based on a brilliant idea by Matthew Wegner - https://twitter.com/mwegner/status/355147544818495488
//Code for drawing the base PropertyDrawers is from here: http://forum.unity3d.com/threads/173401-Getting-Default-SerializedProperty-Drawing-within-a-PropertyDrawer?p=1186347&viewfull=1#post1186347
//My implementation is super lazy with magic numbers everywhere! :D
#if UNITY_EDITOR
using System;
using UnityEngine;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using System;
using System.Collections;
using System.Collections.Generic;
public class AssetBundleManager {
class AssetReference : IDisposable {
int count;
public AssetBundle bundle;