├── .gitignore ├── Assets ├── Part 1 - Add prefabs within circle.meta ├── Part 1 - Add prefabs within circle │ ├── Editor.meta │ ├── Editor │ │ ├── ObjectManagerEditor.cs │ │ └── ObjectManagerEditor.cs.meta │ ├── Models and materials.meta │ ├── Models and materials │ │ ├── Bark.mat │ │ ├── Bark.mat.meta │ │ ├── Leaves.mat │ │ ├── Leaves.mat.meta │ │ ├── Tree prefab.prefab │ │ └── Tree prefab.prefab.meta │ ├── ObjectManagerCircle.cs │ ├── ObjectManagerCircle.cs.meta │ ├── Within circle.unity │ └── Within circle.unity.meta ├── Part 2 - Add prefabs along a line.meta ├── Part 2 - Add prefabs along a line │ ├── Along line.unity │ ├── Along line.unity.meta │ ├── Editor.meta │ ├── Editor │ │ ├── ObjectManagerLineEditor.cs │ │ └── ObjectManagerLineEditor.cs.meta │ ├── Models and materials.meta │ ├── Models and materials │ │ ├── Red.mat │ │ ├── Red.mat.meta │ │ ├── Wall prefab.prefab │ │ ├── Wall prefab.prefab.meta │ │ ├── White.mat │ │ └── White.mat.meta │ ├── ObjectManagerLine.cs │ └── ObjectManagerLine.cs.meta ├── _Materials.meta └── _Materials │ ├── Grass.mat │ └── Grass.mat.meta ├── LICENSE ├── Packages └── manifest.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── UnityConnectSettings.asset └── VFXManager.asset ├── README.md └── _media ├── prefabs-along-line.gif └── prefabs-within-circle.gif /.gitignore: -------------------------------------------------------------------------------- 1 | # This .gitignore file should be placed at the root of your Unity project directory 2 | # 3 | # Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore 4 | # 5 | /[Ll]ibrary/ 6 | /[Tt]emp/ 7 | /[Oo]bj/ 8 | /[Bb]uild/ 9 | /[Bb]uilds/ 10 | /[Ll]ogs/ 11 | /[Mm]emoryCaptures/ 12 | 13 | # Asset meta data should only be ignored when the corresponding asset is also ignored 14 | !/[Aa]ssets/**/*.meta 15 | 16 | # Uncomment this line if you wish to ignore the asset store tools plugin 17 | # /[Aa]ssets/AssetStoreTools* 18 | 19 | # Autogenerated Jetbrains Rider plugin 20 | [Aa]ssets/Plugins/Editor/JetBrains* 21 | 22 | # Visual Studio cache directory 23 | .vs/ 24 | 25 | # Gradle cache directory 26 | .gradle/ 27 | 28 | # Autogenerated VS/MD/Consulo solution and project files 29 | ExportedObj/ 30 | .consulo/ 31 | *.csproj 32 | *.unityproj 33 | *.sln 34 | *.suo 35 | *.tmp 36 | *.user 37 | *.userprefs 38 | *.pidb 39 | *.booproj 40 | *.svd 41 | *.pdb 42 | *.mdb 43 | *.opendb 44 | *.VC.db 45 | 46 | # Unity3D generated meta files 47 | *.pidb.meta 48 | *.pdb.meta 49 | *.mdb.meta 50 | 51 | # Unity3D generated file on crash reports 52 | sysinfo.txt 53 | 54 | # Builds 55 | *.apk 56 | *.unitypackage 57 | 58 | # Crashlytics generated file 59 | crashlytics-build.properties 60 | 61 | -------------------------------------------------------------------------------- /Assets/Part 1 - Add prefabs within circle.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1bf3fc3cacd02f64cb56635fcb2e55b8 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Part 1 - Add prefabs within circle/Editor.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0cfd84ccedf095d4792f8f7cf16393da 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Part 1 - Add prefabs within circle/Editor/ObjectManagerEditor.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using UnityEditor; 5 | 6 | [CustomEditor(typeof(ObjectManagerCircle))] 7 | public class ObjectManagerEditor : Editor 8 | { 9 | private ObjectManagerCircle objectManager; 10 | 11 | //The center of the circle 12 | private Vector3 center; 13 | 14 | 15 | 16 | private void OnEnable() 17 | { 18 | objectManager = target as ObjectManagerCircle; 19 | 20 | //Hide the handles of the GO so we dont accidentally move it instead of moving the circle 21 | Tools.hidden = true; 22 | } 23 | 24 | 25 | 26 | private void OnDisable() 27 | { 28 | //Unhide the handles of the GO 29 | Tools.hidden = false; 30 | 31 | //So we can save all changes we made 32 | MarkSceneAsDirty(); 33 | } 34 | 35 | 36 | 37 | private void OnSceneGUI() 38 | { 39 | //Move the circle when moving the mouse 40 | //A ray from the mouse position 41 | Ray ray = HandleUtility.GUIPointToWorldRay(Event.current.mousePosition); 42 | 43 | RaycastHit hit; 44 | 45 | if (Physics.Raycast(ray, out hit)) 46 | { 47 | //Where did we hit the ground? 48 | center = hit.point; 49 | 50 | //Need to tell Unity that we have moved the circle or the circle may be displayed at the old position 51 | SceneView.RepaintAll(); 52 | } 53 | 54 | 55 | //Display the circle 56 | if (Event.current.type == EventType.Repaint) 57 | { 58 | Handles.color = Color.white; 59 | 60 | Handles.DrawWireDisc(center, Vector3.up, objectManager.radius); 61 | } 62 | 63 | 64 | //Add or remove objects with left mouse click 65 | 66 | //First make sure we cant select another gameobject in the scene when we click 67 | HandleUtility.AddDefaultControl(0); 68 | 69 | //Have we clicked with the left mouse button? 70 | if (Event.current.type == EventType.MouseDown && Event.current.button == 0) 71 | { 72 | //Should we add or remove objects? 73 | if (objectManager.action == ObjectManagerCircle.Actions.AddObjects) 74 | { 75 | AddNewPrefabs(); 76 | } 77 | else if (objectManager.action == ObjectManagerCircle.Actions.RemoveObjects) 78 | { 79 | List allObjectsWithinCircle = objectManager.GetAllObjectsWithinCircle(center); 80 | 81 | foreach (GameObject go in allObjectsWithinCircle) 82 | { 83 | //Will both destroy the object and record it so we can undo if we didnt want to remove it 84 | Undo.DestroyObjectImmediate(go); 85 | } 86 | } 87 | } 88 | } 89 | 90 | 91 | 92 | //Add buttons this scripts inspector 93 | public override void OnInspectorGUI() 94 | { 95 | //Add the default stuff 96 | DrawDefaultInspector(); 97 | 98 | //Remove all objects when pressing this button 99 | if (GUILayout.Button("Remove all objects")) 100 | { 101 | //Pop-up so you don't accidentally remove all objects 102 | if (EditorUtility.DisplayDialog("Safety check!", "Do you want to remove all objects?", "Yes", "No")) 103 | { 104 | GameObject[] allObjects = objectManager.GetAllChildren(); 105 | 106 | //Destroy all objects 107 | foreach (GameObject go in allObjects) 108 | { 109 | //Will both destroy the object and record it so we can undo if we didnt want to remove it 110 | Undo.DestroyObjectImmediate(go); 111 | } 112 | } 113 | } 114 | } 115 | 116 | 117 | 118 | //Force unity to save changes or Unity may not save when we have instantiated/removed prefabs despite pressing save button 119 | private void MarkSceneAsDirty() 120 | { 121 | UnityEngine.SceneManagement.Scene activeScene = UnityEditor.SceneManagement.EditorSceneManager.GetActiveScene(); 122 | 123 | UnityEditor.SceneManagement.EditorSceneManager.MarkSceneDirty(activeScene); 124 | } 125 | 126 | 127 | 128 | //Instantiate prefabs at random positions within the circle 129 | private void AddNewPrefabs() 130 | { 131 | //How many prefabs do we want to add 132 | int howManyObjects = objectManager.howManyObjects; 133 | 134 | //Which prefab to we want to add 135 | GameObject prefabGO = objectManager.prefabGO; 136 | 137 | for (int i = 0; i < howManyObjects; i++) 138 | { 139 | GameObject newGO = PrefabUtility.InstantiatePrefab(prefabGO) as GameObject; 140 | 141 | //To make undo work if we didn't want to add objects at these positions 142 | //Will actually undo all objects created in this for loop, so it's enough 143 | //to press ctrl+z once to undo all objects added in this loop 144 | Undo.RegisterCreatedObjectUndo(newGO, "Spawned Object"); 145 | 146 | //Send it to the main script to add it at a random position within the circle 147 | objectManager.AddPrefab(newGO, center); 148 | } 149 | } 150 | } 151 | -------------------------------------------------------------------------------- /Assets/Part 1 - Add prefabs within circle/Editor/ObjectManagerEditor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | 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assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Part 1 - Add prefabs within circle/ObjectManagerCircle.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | //Attach this to a game object and all instantiated prefabs will be children to this game object 6 | public class ObjectManagerCircle : MonoBehaviour 7 | { 8 | //The object we want to add 9 | public GameObject prefabGO; 10 | 11 | //Whats the radius of the circle we will add objects inside of? 12 | public float radius = 5f; 13 | 14 | //How many GOs will we add each time we press a button? 15 | public int howManyObjects = 5; 16 | 17 | //Should we add or remove objects within the circle 18 | public enum Actions { AddObjects, RemoveObjects } 19 | 20 | public Actions action; 21 | 22 | 23 | 24 | //Add a prefab that we instantiated in the editor script 25 | public void AddPrefab(GameObject newPrefabObj, Vector3 center) 26 | { 27 | //Get a random position within a circle in 2d space 28 | Vector2 randomPos2D = Random.insideUnitCircle * radius; 29 | 30 | //But we are in 3d, so make it 3d and move it to where the center is 31 | Vector3 randomPos = new Vector3(randomPos2D.x, 0f, randomPos2D.y) + center; 32 | 33 | newPrefabObj.transform.position = randomPos; 34 | 35 | newPrefabObj.transform.parent = transform; 36 | } 37 | 38 | 39 | 40 | //Returns all objects within the circle 41 | public List GetAllObjectsWithinCircle(Vector3 center) 42 | { 43 | //Get an array with all children to this transform 44 | GameObject[] allChildren = GetAllChildren(); 45 | 46 | //All objects within the circle 47 | List allChildrenWithinCircle = new List(); 48 | 49 | foreach (GameObject child in allChildren) 50 | { 51 | //If this child is within the circle 52 | if (Vector3.SqrMagnitude(child.transform.position - center) < radius * 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-------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using UnityEditor; 5 | 6 | [CustomEditor(typeof(ObjectManagerLine))] 7 | public class ObjectManagerLineEditor : Editor 8 | { 9 | private ObjectManagerLine objectManager; 10 | 11 | 12 | 13 | private void OnEnable() 14 | { 15 | //This is a reference to the script 16 | objectManager = target as ObjectManagerLine; 17 | 18 | //Hide the handles of the GO 19 | Tools.hidden = true; 20 | } 21 | 22 | 23 | 24 | private void OnDisable() 25 | { 26 | //Unhide the handles of the GO 27 | Tools.hidden = false; 28 | } 29 | 30 | 31 | 32 | private void OnSceneGUI() 33 | { 34 | //Move the line's start and end positions and add objects if we have moved one of the positions 35 | //Check if we have moved a point 36 | EditorGUI.BeginChangeCheck(); 37 | 38 | List waypoints = objectManager.waypoints; 39 | 40 | for (int i = 0; i < waypoints.Count; i++) 41 | { 42 | waypoints[i] = MovePoint(waypoints[i]); 43 | } 44 | 45 | ////End position 46 | //objectManager.endOfLinePos = MovePoint(objectManager.endOfLinePos); 47 | 48 | ////Start position 49 | //objectManager.transform.position = MovePoint(objectManager.transform.position); 50 | 51 | //If we have moved a point, then we need to update the pieces between the points 52 | if (EditorGUI.EndChangeCheck()) 53 | { 54 | MarkSceneAsDirty(); 55 | 56 | //We need at least 2 positons 57 | if (waypoints.Count >= 2) 58 | { 59 | if (objectManager.prefabGO == null) 60 | { 61 | Debug.Log("Cant add objects because the object prefab is null"); 62 | 63 | return; 64 | } 65 | 66 | //Make sure the size of the object is not zero because then we can fit infinite amount of objects 67 | if (objectManager.objectSize == 0f) 68 | { 69 | return; 70 | } 71 | 72 | //Make sure we have assigned a prefab 73 | if (objectManager.objectsParent == null) 74 | { 75 | Debug.Log("Cant add objects because the object parent is null"); 76 | 77 | return; 78 | } 79 | 80 | 81 | //Update the first object so it has the correct position and orientation 82 | objectManager.UpdateFirstObject(); 83 | 84 | 85 | //Kill all current objects 86 | GameObject[] children = objectManager.GetAllChildren(); 87 | 88 | foreach (GameObject child in children) 89 | { 90 | DestroyImmediate(child); 91 | } 92 | 93 | 94 | //Add the new objects 95 | 96 | //The objects dont always fit exactly between the points, so to avoid a gap 97 | //we will instantiate objects from the end of the last object 98 | Vector3 lastPos = waypoints[0]; 99 | 100 | for (int i = 1; i < waypoints.Count; i++) 101 | { 102 | lastPos = UpdateObjects(lastPos, waypoints[i]); 103 | } 104 | } 105 | 106 | //UpdateObjects(objectManager.transform.position, objectManager.endOfLinePos); 107 | } 108 | } 109 | 110 | 111 | 112 | private Vector3 MovePoint(Vector3 pos) 113 | { 114 | //Change position 115 | if (Tools.current == Tool.Move) 116 | { 117 | //Get the new position and display the position with axis 118 | pos = Handles.PositionHandle(pos, Quaternion.identity); 119 | } 120 | 121 | return pos; 122 | } 123 | 124 | 125 | 126 | //Update the objects between the two points 127 | private Vector3 UpdateObjects(Vector3 posStart, Vector3 posEnd) 128 | { 129 | //The direction between the points 130 | Vector3 direction = (posEnd - posStart).normalized; 131 | 132 | //The distance between the points 133 | float distanceBetween = (posEnd - posStart).magnitude; 134 | 135 | //If we divide the distance between the points and the size of one object we know how many can fit between 136 | int objectsToAddBetweenThePoints = Mathf.FloorToInt(distanceBetween / objectManager.objectSize); 137 | 138 | //Where should we instantiate the first object 139 | Vector3 instantiatePos = posStart; 140 | 141 | //Add the objects 142 | for (int i = 0; i < objectsToAddBetweenThePoints; i++) 143 | { 144 | GameObject newGO = PrefabUtility.InstantiatePrefab(objectManager.prefabGO) as GameObject; 145 | 146 | //Parent it to make it easier to delete it 147 | newGO.transform.parent = objectManager.objectsParent; 148 | 149 | //Give it the position 150 | newGO.transform.position = instantiatePos; 151 | 152 | //Orient it by making it look at the position we are going to 153 | newGO.transform.forward = direction; 154 | 155 | //Move to the next object 156 | instantiatePos += direction * objectManager.objectSize; 157 | } 158 | 159 | 160 | return instantiatePos; 161 | //Move the end of the line to the end of the last instantiated object 162 | //if (objectsToAddBetweenThePoints > 0) 163 | //{ 164 | // objectManager.endOfLinePos[posEndListPos] = instantiatePos; 165 | //} 166 | } 167 | 168 | 169 | 170 | //Force unity to save changes or Unity may not save when we have instantiated/removed prefabs despite pressing save button 171 | private void MarkSceneAsDirty() 172 | { 173 | UnityEngine.SceneManagement.Scene activeScene 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-------------------------------------------------------------------------------- /Assets/Part 2 - Add prefabs along a line/Models and materials/White.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: eeb364308e0378640b37d9fa19a709e1 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 2100000 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Part 2 - Add prefabs along a line/ObjectManagerLine.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | //Attach this script to an empty gameobject 6 | public class ObjectManagerLine : MonoBehaviour 7 | { 8 | //The object we want to add 9 | public GameObject prefabGO; 10 | 11 | //The parent to these objects 12 | public Transform objectsParent; 13 | 14 | //The first wall piece 15 | public GameObject firstObject; 16 | 17 | //Whats the size of the prefab we want to add? 18 | //You can increase the size if you want to have a gap between the objects 19 | public float objectSize; 20 | 21 | //We are adding prefabs between these points 22 | public List waypoints = new List(); 23 | 24 | 25 | 26 | //Get an array with all children to transform where we parent the pieces we instantiate 27 | public GameObject[] GetAllChildren() 28 | { 29 | //This array will hold all children 30 | GameObject[] allChildren = new GameObject[objectsParent.childCount]; 31 | 32 | //Fill the array 33 | int childCount = 0; 34 | foreach (Transform child in objectsParent) 35 | { 36 | allChildren[childCount] = child.gameObject; 37 | childCount += 1; 38 | } 39 | 40 | return allChildren; 41 | } 42 | 43 | 44 | 45 | //Update the first object 46 | public void UpdateFirstObject() 47 | { 48 | //The direction between the points 49 | Vector3 direction = (waypoints[1] - waypoints[0]).normalized; 50 | 51 | //The first object should look at the end position 52 | firstObject.transform.forward = direction; 53 | 54 | firstObject.transform.position = waypoints[0]; 55 | } 56 | } 57 | -------------------------------------------------------------------------------- /Assets/Part 2 - Add prefabs along a line/ObjectManagerLine.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7fbfd52b82109e24492afdc4f5e9aa7e 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/_Materials.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9784eb314be5ba149a7297e21bc77b76 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| - _Glossiness: 0.5 65 | - _GlossyReflections: 1 66 | - _Metallic: 0 67 | - _Mode: 0 68 | - _OcclusionStrength: 1 69 | - _Parallax: 0.02 70 | - _SmoothnessTextureChannel: 0 71 | - _SpecularHighlights: 1 72 | - _SrcBlend: 1 73 | - _UVSec: 0 74 | - _ZWrite: 1 75 | m_Colors: 76 | - _Color: {r: 0.43075827, g: 0.754717, b: 0.44682604, a: 1} 77 | - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} 78 | -------------------------------------------------------------------------------- /Assets/_Materials/Grass.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e4ba824d8cbefb24a9568120a9241113 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 2100000 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2020 Erik Nordeus 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /Packages/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | "com.unity.ads": "2.0.8", 4 | "com.unity.analytics": "3.2.2", 5 | "com.unity.collab-proxy": "1.2.15", 6 | "com.unity.package-manager-ui": "2.0.8", 7 | "com.unity.purchasing": "2.0.3", 8 | "com.unity.textmeshpro": "1.4.1", 9 | "com.unity.modules.ai": "1.0.0", 10 | "com.unity.modules.animation": "1.0.0", 11 | "com.unity.modules.assetbundle": "1.0.0", 12 | "com.unity.modules.audio": "1.0.0", 13 | "com.unity.modules.cloth": "1.0.0", 14 | "com.unity.modules.director": "1.0.0", 15 | 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| m_Enabled: 0 23 | m_TestMode: 0 24 | m_InitializeOnStartup: 1 25 | UnityAdsSettings: 26 | m_Enabled: 0 27 | m_InitializeOnStartup: 1 28 | m_TestMode: 0 29 | m_IosGameId: 30 | m_AndroidGameId: 31 | m_GameIds: {} 32 | m_GameId: 33 | PerformanceReportingSettings: 34 | m_Enabled: 0 35 | -------------------------------------------------------------------------------- /ProjectSettings/VFXManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!937362698 &1 4 | VFXManager: 5 | m_ObjectHideFlags: 0 6 | m_IndirectShader: {fileID: 0} 7 | m_CopyBufferShader: {fileID: 0} 8 | m_SortShader: {fileID: 0} 9 | m_RenderPipeSettingsPath: 10 | m_FixedTimeStep: 0.016666668 11 | m_MaxDeltaTime: 0.05 12 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Unity Custom Tools Tutorial 2 | 3 | Source code for my custom tools tutorial in Unity: https://www.habrador.com/tutorials/editor-scripting/ 4 | 5 | Notice that the source code is not exactly the same as in the tutorial because it's easier to update the code on GitHub, but the basic idea is the same. 6 | 7 | 8 | ## Part 1. Add prefabs within circle 9 | 10 | It's kinda boring to add prefabs manually if you have to add many of them, such as when you make a forest. A better way is to make a custom tool where you can add tree prefabs within a circle with just a button click. And if you add too many of them, you can easily remove them with another click. 11 | 12 | ![Prefabs within circle gif](/_media/prefabs-within-circle.gif?raw=true) 13 | 14 | ## Part 2. Add prefabs along a line 15 | 16 | It's also kinda boring to make a wall manually. A better way is to make another custom tool where you instead of spawning trees within a circle, you spawn wall sections between waypoints. 17 | 18 | ![Prefabs walong line gif](/_media/prefabs-along-line.gif?raw=true) -------------------------------------------------------------------------------- /_media/prefabs-along-line.gif: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Habrador/Unity-Custom-Tools-Tutorial/a3266548edf950e22f5c7f8c36f4bc82541fcd0f/_media/prefabs-along-line.gif -------------------------------------------------------------------------------- /_media/prefabs-within-circle.gif: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Habrador/Unity-Custom-Tools-Tutorial/a3266548edf950e22f5c7f8c36f4bc82541fcd0f/_media/prefabs-within-circle.gif --------------------------------------------------------------------------------