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@darktable
darktable / ProjectAssetPostprocessor.cs
Created April 20, 2012 03:37 — forked from hoesing/ProjectAssetPostprocessor.cs
Unity asset pre/postprocessor for applying asset defaults by path.
// Drop this script in the Editor directory in your project (creating the Editor directory if it's not there yet)
// Then re-import the assets in the directories covered by this script (right click and reimport)
//
// I would replace my path checking with the path checking from this gist:
// https://gist.github.com/1842177
//
// The texture settings for icons might want to use some of his settings combined with mine as well
using UnityEngine;
@bcatcho
bcatcho / ScriptableObj2Asset Readme.md
Created January 26, 2014 20:18
This utility script will give you an option in the Assets/Create menu that will allow one to instantiate a selected scriptable object script and save it as an asset. It also works by right clicking on the file in the project window and selecting

What it does

This script provides a context menu item in the Project window (as well as an extra option in the Assets>Create menu) that will instantiate the selected Scriptable object and save it as an asset to a folder of your choosing.

How to install

Throw this script in any folder called Editor in your assets folder.

How to use

@odashi
odashi / roland-integra-7.txt
Created March 9, 2014 19:36
Cubase用のINTEGRA-7パッチ(途中)
[cubase parse file]
[parser version 0001]
[creators first name] https://twitter.com/odashi
[creators last name] yus.takara@gmail.com
[device manufacturer] ROLAND
[device name] INTEGRA-7
[script name] Roland INTEGRA-7
[script version] version 0.03
@mstevenson
mstevenson / FindReferences.cs
Last active September 24, 2021 04:31
Find Unity objects that reference a selected asset
using UnityEngine;
using UnityEditor;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
public class FindReferences : EditorWindow, ISerializationCallbackReceiver
{
List<string> displayedRefs = new List<string>();
@robertwahler
robertwahler / Shortcuts.cs
Last active August 10, 2018 23:06
Unity Shortcuts via Reflection
using UnityEditor;
using UnityEngine;
using UnityTest;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
namespace SDD.Editor {
/// <summary>
@edwardrowe
edwardrowe / AnimClipBuilder.cs
Last active February 3, 2023 06:42
Unity - Build Clip From Selected Texture
/*The MIT License (MIT)
Copyright (c) 2016 Edward Rowe (@edwardlrowe)
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:
@Marneus68
Marneus68 / gist:015429675e7e616e6828
Created February 11, 2016 16:01
mergespecfile.txt
#
# UnityYAMLMerge fallback file
#
# Modify the next two lines if scene or prefab files should fallback
# on other that the default fallbacks listed below.
#
# %l is replaced with the path of you local version
# %r is replaced with the path of the incoming remote version
# %b is replaced with the common base version
@Seneral
Seneral / EditorLoadingControl.cs
Last active November 21, 2018 20:29
Extended editor callbacks for entering/leaving playmode and new scenes in Unity
#if UNITY_EDITOR
using UnityEngine;
using UnityEditor;
#if UNITY_5_3_OR_NEWER || UNITY_5_3
using UnityEngine.SceneManagement;
using UnityEditor.SceneManagement;
#endif
using System;
using System;
using UnityEngine;
public static class ApplicationState
{
/// <summary>
/// Is editor either currently in play mode, or about to switch to it?
/// </summary>
public static bool isPlayingOrWillChangePlaymode { get { return Application.isEditor ? InternalEditorState.isPlayingOrWillChangePlaymode : true; } }
/// <summary>
@yasirkula
yasirkula / EditorCollapseAll.cs
Last active March 3, 2026 16:21
An editor script for Unity 3D to collapse all GameObject's in Hierarchy view or to collapse all folders in Project view. See the comments section below for instructions.
using System.Collections.Generic;
using System.Reflection;
using UnityEditor;
using UnityEditor.IMGUI.Controls;
using UnityEditorInternal;
using UnityEngine.SceneManagement;
#if UNITY_6000_3_OR_NEWER
using EntityId = UnityEngine.EntityId;
#else
using EntityId = System.Int32;