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Denchyaknow / UnityEditorIcons.cs
Last active May 9, 2023 15:17 — forked from MattRix/UnityEditorIcons.txt
A list of all the built-in EdtiorGUI icons in Unity. Use EditorGUIUtility.IconContent([icon name]) to access them.
//How to USe:
private Texture2D icon_PlayButton = null;
private Texture2D icon_Refresh = null;
private GUIContent iconGUI_PlayButton;
private GUIContent iconGUI_Refresh;
private void InitStyles()
{
icon_PlayButton = EditorGUIUtility.IconContent("PlayButton").image as Texture2D;
@Denchyaknow
Denchyaknow / PlainDataInstancer.cs
Created December 3, 2021 15:08 — forked from OscarAbraham/PlainDataInstancer.cs
PlainDataInstancer ScriptableObject for Unity, so you can create deep clones of data stored in SO assets at runtime without the overhead of ScriptableObject copies.
using System.Collections.Generic;
using UnityEngine;
// TData should be a plain class or struct with the [System.Serializable] attribute.
// TData can implement ISerializationCallbackReceiver if needed for more advanced uses.
public class PlainDataInstancer<TData> : ScriptableObject
{
private static bool s_DataTypeValidated;
[SerializeField] private TData m_PrototypeData;
@Denchyaknow
Denchyaknow / photon-pun-cheatsheet.md
Created July 16, 2021 16:41 — forked from ssshake/isWrit
Photon PUN Cheat Sheet

Photon Methods

public class Blank : Photon.PunBehaviour

instead of mono behavior, use this to receive photon callbacks in your script.

public override void OnLeftRoom()

An example of overriding a punbehavior callback