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YouNeTi Toolbox

A collection of handy tools for creative coding in Unity.

Dependencies

https://openupm.com/packages/com.yasirkula.runtimeinspector/

https://openupm.com/packages/jillejr.newtonsoft.json-for-unity.converters/


Bind fields and properties of Monobehaviours objects to a JSON file. Save, load, make changes to them at runtime.

Usage
  1. Drag Bootstrap prefab into the main scene.
  2. In your MonoBehaviour code, add System.Runtime.Serialization namespace, then add [DataMember(Name = "")] to any serialized properties that you want to be adjusted at runtime.
  3. Add the GameObject with the above MonoBehaviour component to the SettingPopulateList of BootstrapDictionary on the Bootstrap prefab.
  4. Enter the play mode and hit Generate Bootstrap File. A bootstrapSettings.json will be created at either StreamingAsset or Persistent Data Path based on your choice. Stop the play mode.
  5. You are all set. Enter the play mode again. Hit G key to toggle the runtime inspector to change and save settings on the fly. You can use runtimeEditorKeyStroke property to change the key binding for the bootstrap inspector.
Tips
  1. Bootstrap works better with reference types (class) than value types (struct). You can always create a [Serializable] class container to group similar settings together (regardless of reference types or value types) for better organizations.
  2. DisplayManager and ExternalAssetLoader implement Bootstrap settings already. If you are also using them in your project, remember to drag their GameObject to the SettingPopulateList.

Provides a unifying way to download and load external media assets (audio, image, video) to your Unity project.

Usage
  1. Create an empty GameObject in the main scene and add ExternalAssetLoader component to the object.
  2. Change LocalAssetsFolderPath to suit the need of the project.
  3. On startup, all media files under LocalAssetsFolderPath will be loaded and AssetController.LocalAssetLoadingFinished will be called when it's done. Audio files will be loaded as AudioClip and image files will be loaded as Texture2D. Video files will only be loaded as their absolute file path. The filename without the extension will be used as the AssetKey to retrieve the asset.
  4. You can access the loaded asset via the functions below:
ExternalAssetLoader.Instance.AllAvailableAssets[assetkey]
ExternalAssetLoader.Instance.PreLoadedImagesAssets[assetKey]
ExternalAssetLoader.Instance.PreLoadedAudioClips[assetKey]
ExternalAssetLoader.Instance.DownloadedVideoPaths[assetKey]

Better logging ;)

Add timestamp to each Unity log message, and save the log for each app session to the persistentDataPath. Also provides verbosity filtering.

Usage
BetterLogging.Log(string log, LogLevel logLevel)

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