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Well-designed package with useful scripting tools for Unity development​

License: Other

C# 100.00%

evolunity's Introduction

🌿 Evolunity

Unity version License

Well-designed package with useful scripting tools for Unity development.

Content

Utilities

  • StaticCoroutine - Static coroutine.
  • Delay - Utility for calling functions with a delay. Based on StaticCoroutine.
  • Screenshot - Utility for quick and easy screenshots.
  • Performance - Utility for measuring functions performance.
  • BinarySerializer - Utility for serializing objects.
  • StringEncryptor - Utility for encrypting strings.
  • Enum - Utility for parsing and working with enums.
  • Angle - Utility for working with angles.
  • RegexPatterns - Set of default regular expression patterns.
  • Validate - Utility for validating various things.
  • WrappedCoroutine - Coroutine, which contains useful data and functions for the job.

Unity components

  • PeriodicBehaviour - Calls the given function periodically.
  • Spawner - Spawns objects one-time or periodically. Based on PeriodicBehaviour.
  • InputReader - Reads click, drag and zoom (cross-platform).
  • LongPressReader - Reads long press (cross-platform).
  • GifImage - Plays an array of sprites like a gif.
  • FPSCounter - Counts FPS and outputs it to the Text component.
  • Comment - Contains a comment to the GameObject.
  • DevelopmentOnly - Destroys/disable the object if the DEVELOPMENT define is not set in the project settings.
  • PlatformDependent - Destroys/disable the object if the platform specified in it does not match the current one.
  • DontDestroyOnLoad - Makes GameObject persistent.
  • SingletonBehaviour - Singleton MonoBehaviour.

Editor

  • UnityConstantsGenerator - Tool for generating static classes with tags, layers, scenes, and input axes.
  • CameraScreenshot - Tool for taking screenshot from the main camera.
  • MenuItems - Useful menu items.
  • Config - Editor window with different project settings (e.g., target frame rate).
  • LayerDrawer - Property drawer for LayerAttribute that shows a popup with layers (not mask).
  • Define - Defines management.
  • EditorConsole - Utility for working with the Editor console.
  • OpenInFileManager - Utility to open the given path in the file manager.

Structs

  • Direction - Direction given by vector.
  • FloatRange - Range given by two floats.
  • IntRange - Range given by two ints.

Other

  • Singleton - POCO singleton.
  • StateMachine - Immutable state machine without using strings, enums or reflections.
  • WeightQueue - Queue filled with elements in which the number of each element is determined by its weight.

Extension methods

  • System types:

    • T[]
    • byte[]
    • char
    • IComparable
    • IDictionary
    • IEnumerable
    • string
  • Unity types:

    • Animator
    • Color
    • Graphic
    • LayerMask
    • MonoBehaviour
    • Object
    • Quaternion
    • Rect
    • RectTransform
    • Renderer
    • Texture
    • ToggleGroup
    • Transform
    • UnityWebRequest
    • Vector

Dependencies

Warning

Evolunity may receive breaking changes, so be sure to make a backup before updating the package.

Install

  • Unity 2019.3 and above:

    Use the following URL in the Package Manager: https://github.com/Bodix/Evolunity.git

    Manual

  • Before Unity 2019.3:

    Open {ProjectFolder}/Packages/manifest.json and add the following line:

    {
      "dependencies":
      {
        "com.evolutex.evolunity": "https://github.com/Bodix/Evolunity.git",
        ...
      }
    }

Requirements

  • Unity 2018.4+
    (You can try the lower version, but I haven't tested that)

  • Git
    (Must be added to the PATH environment variable)

License

CC BY-ND 4.0

  1. You can use this package in commercial projects.

  2. You can modify or extend this package only for your own use but you can't distribute the modified version.

    Note: You can submit a pull request to this repository and if your change is useful, I'll be sure to add it!

  3. You must indicate the author.

    Note: You don't need to take any action on this point, because all attributions are written at the head of the scripts!

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