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using UnityEditor;
using UnityEngine;
/// <summary>
/// Folder organizer editor window.
/// http://diegogiacomelli.com.br/using-an-assetpostprocessor-editorwindow-to-keep-assets-organized-on-unity-projects
/// </summary>
public class FolderOrganizerEditorWindow : EditorWindow
{
FolderOrganizerSettings _settings;
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEngine;
/// <summary>
/// Sorting Layer Debugger.
/// https://diegogiacomelli.com.br/a-sorting-layer-debugger-for-unity/
/// </summary>
public class SortingLayerDebugger : EditorWindow
@StigOlavsen
StigOlavsen / arproxy.shader
Last active November 10, 2021 08:01
Unity shader for LWRP and AR Foundation, renders as transparent with occlusion and shadows. Put this on AR planes to get shadows and occlusion for 3D objects.
Shader "AR Proxy"
{
Properties
{
}
SubShader
{
Tags
{
@LotteMakesStuff
LotteMakesStuff / AutohookAttribute.cs
Last active September 29, 2025 17:12
[Autohook] property drawer for unity - Add this [Autohook] attribute to a property to and the inspector will automagically hook up a valid reference for you if it can find a component attached to the same game object that matches the field you put it on. You can watch a demo of this in action here https://youtu.be/faVt09NGzws <3
// NOTE DONT put in an editor folder!
using UnityEngine;
public class AutohookAttribute : PropertyAttribute
{
}
// Shader targeted for low end devices. Single Pass Forward Rendering.
Shader "Custom/Shadows Only"
{
// Keep properties of StandardSpecular shader for upgrade reasons.
Properties
{
_Alpha("Shadow Alpha", float) = 0.5
// Blending state
@bitinn
bitinn / .a-unity-git-config.md
Last active April 2, 2025 07:53
My Unity git config
@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;
using UnityEngine;
public class DistanceJoint3D : MonoBehaviour {
public Transform ConnectedRigidbody;
public bool DetermineDistanceOnStart = true;
public float Distance;
public float Spring = 0.1f;
public float Damper = 5f;
using System.Collections.Generic;
using System.IO;
using UnityEditor;
using UnityEditorInternal;
using UnityEngine;
// This is only useful for spritesheets that need to be automatically sliced (Sprite Editor > Slice > Automatic)
public class AutoSpriteSlicer
{
[MenuItem("Tools/Slice Spritesheets %&s")]
@sebtoun
sebtoun / Easing.cs
Last active January 28, 2022 14:18 — forked from cjddmut/EasingFunctions.cs
Easing Functions for Unity with support for Inspector with animation preview and Animation Curve for custom easing
using System;
using UnityEngine;
[ Serializable ]
public class Easing
{
public enum EasingType
{
Curve,
Function