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My Library of Editor Extensions

Discussion in 'Scripting' started by dracolytch, Nov 20, 2019.

  1. dracolytch

    dracolytch

    Joined:
    Jan 1, 2016
    Posts:
    15
    Hey folks,

    As I find need for little editor extensions, I add them to my little library. I'm putting this out in the public in case someone else finds them as useful as I do (or hey, it'd be cool to have them integrated into the engine) Some example useful syntax below:

    Code (CSharp):
    1. // Want to know if a layermask contains a specific layer?
    2. LayerMask.MaskContains(collision.gameObject.layer)
    Code (CSharp):
    1. // Only do something if a component exists, way more convenient than null checking
    2. // I use this syntax all the time now
    3.         gameObject.GetComponent<Rigidbody>(rb =>
    4.         {
    5.             rb.SetDensity(1f);
    6.         });

    Code (CSharp):
    1. // Send an error message if it doesn't exist
    2.         gameObject.GetComponentRequired<Rigidbody>(rb =>
    3.         {
    4.             rb.SetDensity(1f);
    5.         });
    Also pre-canned event types for ints, floats, colors, etc. These are all very simple but handy routines that help keep my code cleaner and to the point.

    https://github.com/dracolytch/DracoSoftwareExtensionsForUnity
     
    BlakeSchreurs, palex-nx and Stardog like this.
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