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#if UNITY_EDITOR
using System;
using System.Reflection;
using UnityEditor;
using UnityEngine;
/// <summary>
/// Little utility for opening a "Game" view in fullscreen. Will be opened on whatever Unity thinks is the "main"
/// monitor at the moment. The hotkey will toggle the window; however, if for some reason this breaks, fullscreen
@yasirkula
yasirkula / UnitypackageExtractor.cs
Last active December 6, 2025 21:13
Extract a .unitypackage to any directory (even outside the project folder) from within Unity
#define STOP_EXTRACTION_WHEN_WINDOW_CLOSED
using System;
using System.Collections.Generic;
using System.IO;
using System.IO.Compression;
using System.Reflection;
using System.Text;
using System.Threading;
using UnityEditor;
@Srfigie
Srfigie / .gitattributes
Created February 2, 2020 14:30 — forked from nemotoo/.gitattributes
.gitattributes for Unity3D with git-lfs
## Unity ##
*.cs diff=csharp text
*.cginc text
*.shader text
*.mat merge=unityyamlmerge eol=lf
*.anim merge=unityyamlmerge eol=lf
*.unity merge=unityyamlmerge eol=lf
*.prefab merge=unityyamlmerge eol=lf
@TJHeuvel
TJHeuvel / CustomPrefabImporterEditor.cs
Last active November 9, 2019 18:30
Custom inspector window for Unity prefabs that allows you to (multi) edit them.
using UnityEditor;
using UnityEditor.Experimental.AssetImporters;
using UnityEngine;
using System.Reflection;
using System;
using System.Collections;
using System.Linq;
using Object = UnityEngine.Object;
using System.Collections.Generic;
@nicoplv
nicoplv / PlayMode.cs
Last active February 27, 2024 03:15
Full screen game view on Unity editor (works only with 2017.2 or +)
using UnityEditor;
using UnityEngine;
namespace FullScreenPlayModes
{
[InitializeOnLoad]
public class FullScreenPlayMode : Editor
{
//The size of the toolbar above the game view, excluding the OS border.
private static int toolbarHeight = 22;
@Minimally
Minimally / LayerMenu.cs
Created April 19, 2014 19:52
Unity Editor script for filtering layers via keyboard
using UnityEditor;
using UnityEngine;
public static class LayerMenu
{
/* PLACE IN EDITOR FOLDER.
* Feel free to change hotkeys depending on your preference.
* Modifier Keys % (ctrl on Windows, cmd on OS X), # (shift), & (alt), _ (no key modifiers) */
#region Layer Visibility
@AngryAnt
AngryAnt / DualDisplay.cs
Last active January 24, 2024 08:26
Example use of the Unity 4.1 AirPlay API - gives a setup with the iOS device as controller of the remote display.
using UnityEngine;
using System.Collections;
/*
Runtime use:
To be available, AirPlay needs to be switched on for the device either via a native AirPlay UI component or
via the global AirPlay mirroring setting. Your options are:
A: Modify your Xcode project to layer a native AirPlay Cocoa control somewhere over your Unity content.