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Skele: Immediate Console, type & execute C# snippet immediately in UnityEditor

Discussion in 'Assets and Asset Store' started by TMPxyz, Sep 26, 2015.

  1. TMPxyz

    TMPxyz

    Joined:
    Jul 20, 2012
    Posts:
    766
    Hi, Developers!

    Welcome to the official thread of Skele: Immediate Console! You're welcome to ask any questions about "Immediate Console" here =)

    Skele: Immediate Console enables developers to "type & execute" C# snippets immediately right in UnityEditor.

    Main Feature list:
    • 1. Immediately execute C# snippets right inside UnityEditor instead of "starting a new editor script and wait for compiling the editor project to run it";
    • 2. In edit-mode, execute C# snippets to carry out repetitive tasks;
    • 3. In game-mode, execute C# snippets to change game states, execute internal methods, debug and tweak the game, etc.
    • 4. Convert snippets to Editor to avoid re-entering snippet later;



    Latest Change:
    0.9 (Submitted on 2016/05/04)
    NEW: convert snippet to editor;
    NEW: add convenient variables for Selection.activeGameObject/activeTransform/etc.



    See Also:

    Contact:
    • Mail : TMPxyz at gmail dot com
    • Twitter: @TMPxyz

    Please post bug reports feature requests in this thread;
     
    Last edited: May 4, 2016
    Gozdek likes this.
  2. TMPxyz

    TMPxyz

    Joined:
    Jul 20, 2012
    Posts:
    766
  3. TMPxyz

    TMPxyz

    Joined:
    Jul 20, 2012
    Posts:
    766
    Newly add some convenient features:

    6. convenient variables
    It's too repetitive to write Selection.activeTransform/activeGameObject, so we provide some convenient variables to help.
    _ago => Selection.activeGameObject;
    _atr => Selection.activeTransform;
    _ao => Selection.activeObject;
    _gos => Selection.gameObjects;

    e.g.: If you want to call "Selection.activeTransform.position", you can write "_atr.position" instead;

    7. Convert snippet to EditorScript
    Programmers hate to repeat themselves.
    You could convert the snippet into an EditorWindow for later reuse.
    Just click the "Gen.Editor" button in the UI, and you will be prompted to input the generated script name & some comments;
    Clicking "Generate Text Asset" will save the editor file into a .txt file (to prevent immediate recompile)
    Clicking "Convert Scripts" will convert all .txt files under the Assets/Editor/Generated directory into .cs scripts files;

    The generated editors can be invoked from menu items at "Tools/GenEditor/***"