Evolunity
Well-designed package with useful scripting tools for Unity development
com.evolutex.evolunity 
Install via UPM
Add to Unity Package Manager using this URL
https://www.pkglnk.dev/evolunity.git README Markdown
Copy this to your project's README.md
## Installation
Add **Evolunity** to your Unity project via Package Manager:
1. Open **Window > Package Manager**
2. Click **+** > **Add package from git URL**
3. Enter:
```
https://www.pkglnk.dev/evolunity.git
```
[](https://www.pkglnk.dev/pkg/evolunity)README
🌿 Evolunity
Well-designed package with useful scripting tools for Unity development.
Cheatsheet
Coroutines
// 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);
IEnumerable Extensions
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
Content
Utilities
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.
Unity components
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.
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 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.
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[]charIComparableIDictionaryIEnumerablestring
Unity types:
AnimatorColorGraphicLayerMaskMonoBehaviourObjectQuaternionRectRectTransformRendererTextureToggleGroupTransformUnityWebRequestVector
Dependencies
Warning
Evolunity may receive breaking changes, so be sure to make a backup before updating the package.
Install
Use the following URL in the Package Manager:
https://github.com/Bodix/Evolunity.git
Requirements
Unity 2019.3+
Git (Must be added to the PATH environment variable)
License
You can use this package in commercial projects.
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!
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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