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| ( | |
| --VRayの警告を非表示 | |
| setVRaySilentMode() | |
| --フォルダの中の全てのmaxファイルについて | |
| local files = getFiles @"C:\変換したいmaxファイルがあるフォルダのパス\*.max" | |
| for f in files do ( | |
| dirName = getFilenamePath f |
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| using System.Collections; | |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| using UnityEditor; | |
| using UnityEditorInternal; | |
| using System.Linq; | |
| using System.Reflection; | |
| //オブジェクトのコンポーネントを別の奴にコピーする | |
| public class CopyTransformComponents : ScriptableWizard |
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| using System.Collections; | |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| using System; | |
| public class SingletonInstances : SingletonMonoBehaviour<SingletonInstances> { | |
| [SerializeField] List<MonoBehaviour> instances; | |
| public MonoBehaviour GetSingletonInstance(Type t) |
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| using UnityEngine; | |
| using System.Collections; | |
| using UnityEditor; | |
| [CustomEditor(typeof(RecorderManager))] | |
| public class RecoderManagerEditor : Editor { | |
| public override void OnInspectorGUI() | |
| { |
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| Shader "Custom/AlphaBlendLotOfTextures" { | |
| { | |
| Properties | |
| { | |
| _Texture1("Texture1", 2D) = "white" {} | |
| _Texture2("Texture2", 2D) = "white" {} | |
| _Texture3("Texture3", 2D) = "white" {} | |
| _Texture4("Texture4", 2D) = "white" {} | |
| _Texture5("Texture5", 2D) = "white" {} | |
| _Texture6("Texture6", 2D) = "white" {} |
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| void sample() | |
| { | |
| //テクスチャ読み込みの場合 | |
| StartCoroutine(LoadAsyncAsset("texturePath", (object asset) => | |
| { | |
| _MySprite.mainTexture = asset as Texture; | |
| })); | |
| //Prefabを読み込んでInstantiateの場合 | |
| StartCoroutine(LoadAsyncAsset("prefabPath", (object asset) => |
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| using UnityEngine; | |
| using UnityEditor; | |
| public class ChangeTextureImportSettings : MonoBehaviour { | |
| [MenuItem("Custom/Texture/CheckOffGenerateMipmaps")] | |
| static void CheckOffGenerateMipmaps() | |
| { | |
| Object[] textures = Selection.GetFiltered(typeof(Texture2D), SelectionMode.DeepAssets | SelectionMode.Assets); | |
| foreach (Texture2D texture in textures) |