Well-designed package with useful scripting tools for Unity development.
// Calls the function in the next frame.
Delay.ForOneFrame(() => Debug.Log("Hello in the next frame"));
// Calls the function after a N of seconds.
Delay.ForSeconds(3, () => Debug.Log("Hello after three seconds"));
// Calls the function after a N of frames.
Delay.ForFrames(300, () => Debug.Log("Hello after three hundred frames"));
// Calls the function periodically every N seconds.
Repeat.EverySeconds(1, () => Debug.Log("Hello every second"));
// Calls the function periodically every N frames.
Repeat.EveryFrames(10, () => Debug.Log("Hello every ten frames"));
// Calls the function periodically every frame.
// Analogous to "Update", but you can use it not only from MonoBehaviour classes.
Repeat.EveryFrame(() => Debug.Log("Hello every frame"));
// Starts a static coroutine. You can use this outside of MonoBehaviour.
StaticCoroutine.Start(SomeCoroutine());
// You can cache a coroutine instance and stop it at any time.
Coroutine delayCoroutine = Delay.ForSeconds(60, () => Debug.Log("Delay coroutine"));
Coroutine repeatCoroutine = Repeat.EverySeconds(60, () => Debug.Log("Repeat coroutine"));
Coroutine staticCoroutine = StaticCoroutine.Start(SomeCoroutine());
// To stop a cached coroutine instance use StaticCoroutine.Stop method.
// See the description of the StaticCoroutine.Stop method for details.
StaticCoroutine.Stop(delayCoroutine);
StaticCoroutine.Stop(repeatCoroutine);
StaticCoroutine.Stop(staticCoroutine);
// You can specify the MonoBehaviour instance on which to execute the coroutine.
ExampleBehaviour exampleBehaviour = GetComponent<ExampleBehaviour>();
Coroutine delayCoroutine2 = Delay.ForSeconds(60, () => Debug.Log("Delay coroutine"), exampleBehaviour);
Coroutine repeatCoroutine2 = Repeat.EverySeconds(60, () => Debug.Log("Repeat coroutine"), this);
// In this case, you can stop the coroutine as usual.
exampleBehaviour.StopCoroutine(delayCoroutine2);
this.StopCoroutine(repeatCoroutine2);GameObject[] objects =
{
new GameObject("Cube"),
new GameObject("Sphere"),
new GameObject("Cone")
};
// Output the array to the console.
// Output: Cone (UnityEngine.GameObject), Sphere (UnityEngine.GameObject), Cube (UnityEngine.GameObject)
Debug.Log(objects.AsString());
// Output the array to the console by specifying the string selector and separator.
// Output: Cone : Sphere : Cube
Debug.Log(objects.AsString(item => item.name, " : "));
// Get random object from the array.
GameObject randomObj = objects.Random();
// Shuffle the array.
objects = objects.Shuffle().ToArray();
// Remove duplicates from the array.
objects = objects.RemoveDuplicates().ToArray();
// ForEach as extension method.
objects.ForEach(Debug.Log);
objects.ForEach((x, index) => Debug.Log(index + " : " + x.name + ", "));
// ForEach as extension method with lazy execution.
objects.ForEachLazy(Debug.Log);
objects.ForEachLazy((x, index) => Debug.Log(index + " : " + x.name + ", "));Cheatsheet still WIP
StaticCoroutine- Static coroutine.Delay- Utility for calling functions with a delay. Based onStaticCoroutine.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.MathUtilities- Math utilities.RegexPatterns- Set of default regular expression patterns.Validate- Utility for validating various things.WrappedCoroutine- Coroutine, which contains useful data and functions for the job.
PeriodicBehaviour- Calls the given function periodically.Spawner- Spawns objects one-time or periodically. Based onPeriodicBehaviour.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 theTextcomponent.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- SingletonMonoBehaviour.
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 forLayerAttributethat shows a popup with layers (not mask).TypeSelectorDrawer- Property drawer forTypeSelectorAttributethat allows you to select a derived class or interface implementation. Target type requirements see inTypeSelectorAttributedocumentation. Use together withSerializeReferenceAttribute.Define- Defines management.EditorConsole- Utility for working with the Editor console.OpenInFileManager- Utility to open the given path in the file manager.
Direction- Direction given by vector.FloatRange- Range given by two floats.IntRange- Range given by two ints.
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.
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System types:
T[]byte[]charIComparableIDictionaryIEnumerablestring
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Unity types:
AnimatorColorGraphicLayerMaskMonoBehaviourObjectQuaternionRectRectTransformRendererTextureToggleGroupTransformUnityWebRequestVector
Evolunity may receive breaking changes, so be sure to make a backup before updating the package.
Use the following URL in the Package Manager:
https://github.com/Bodix/Evolunity.git
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Unity 2019.3+
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Git (Must be added to the PATH environment variable)
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You can use this package in commercial projects.
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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!
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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!