Tip: ExtendedActivateTrigger

marcosecchi Unity3D 0 Comments

Below you can find a simple add-on to the Unity ActivateTrigger in the Standard Assets, made for my students at NABA (who know almost nothing about scripting). The main reason I wrote it was to let them enable od disable a Fungus Flowchart during the OnCollisionEnter and OnCollisionExit callbacks. It is also possible to filter the entering (or exiting) gameobject …

Finding a Script in a Unity3D Scene

marcosecchi Unity3D 0 Comments

A not well-known feature of the search field in the Hierarchy panel of Unity3D let you search all GameObjects including a script. Searching for it is really easy: just insert the full name of the script as shown in the picture below. Pic. 1 – A scene showing all GameObjects including the ActivateTrigger script Note: the search keyword must be …

How to check you are in Play Mode in Unity3D

marcosecchi Tutorials, Unity3D 0 Comments

One of the first things you’ll learn when starting with Unity3D is that, during Play Mode, your changes won’t be persistent and will revert back once you stop playing. This feature has obviously been created to help the developer make changes and tests without affecting the scene. Unfortunately, during your first projects, you’ll forget about this and most of the …

C# Extension Methods in Unity

marcosecchi Tutorials, Unity3D 0 Comments

“Extension methods enable you to “add” methods to existing types without creating a new derived type, recompiling, or otherwise modifying the original type. Extension methods are a special kind of static method, but they are called as if they were instance methods on the extended type. For client code written in C# and Visual Basic, there is no apparent difference …

Asset Review: QHierarchy

marcosecchi Dev Tools, Unity3D 0 Comments

QHierarchy is an extension for the Unity Editor that lets you power up the Hierarchy panel. Pic. 1 – The QHierarchy panel The first thing you will notice after installing it, is a list of icons on the left and the right of every game object. The Hierarchy panel is now subdivided into two columns: the object icon with the …

Asset Review: EasyEditor

marcosecchi Dev, Unity3D 0 Comments

Some time ago, I wrote about how it is important to extend the Unity Editor during the development process. Unfortunately, most of the times you will be writing the extension in a hurry (well… that always happens to me) and your custom Editor window (and the corresponding code!) will just become a mess of confusing data… Lucky you (and me!) …

Unity UI Extensions

marcosecchi Dev Tools, Unity3D 0 Comments

I have just found this pretty amazing project: Unity UI Extensions. This is an extension project for the Unity UI system which can be found at: Unity UI Source. The list of component is pretty long, including Accordion, ReorderableList, RadialLayout, Effects, and so on. Here’s some useful link about the project: Project page (on bitbucket): https://bitbucket.org/ddreaper/unity-ui-extensions YouTube channel: https://www.youtube.com/channel/UCG3gZOkmL-2rmZat4ufv28Q Unity …

Creating Dynamic MenuItems in Unity

marcosecchi Tutorials, Unity3D 0 Comments

Lately I’ve been fiddling around with MenuItems in Unity for my Sprite Importer tool. Basically I needed a runtime generated menu for selecting a list of templates for the user. Unfortunately this is not possible in Unity (well… it makes sense, considering that menu items are generated at compile-time). However, I’ve found a quick and simple workaround for this: generate …