Hello All:
In this post, I will explain how to change the default C# script template for Unity3d. The default script template has less namespace included for C#, which in turn result in adding commonly used namespaces very frequently.
Below is the location for script templates
In this post, I will explain how to change the default C# script template for Unity3d. The default script template has less namespace included for C#, which in turn result in adding commonly used namespaces very frequently.
Below is the location for script templates
- Windows: \Program Files\Unity\Editor\Data\Resources\ScriptTemplates
- MAC: /Applications/Unity/Unity.app/Contents/Resources/ScriptTemplates
Open 81-C# Script-NewBehaviourScript.cs.txt in any text editor like
NotePad++ or Sublime Text (in administrator mode) and replace the existing code
with below code:
#region Class Information
/*----------------------------------------------------------------------------------
// File: #SCRIPTNAME#.cs
// Project: $projectName$
// Solution: $solutionName$
// Description: $description$
//
// Change History:
// Name Date Version Description
// ----------------------------------------------------------------------------------
// $programmer$ $date$ 1.0 Created
// ----------------------------------------------------------------------------------*/
# endregion
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System;
using System.Linq;
using Rand = UnityEngine.Random;
using Obj = UnityEngine.Object;
public class #SCRIPTNAME# : MonoBehaviour {
#region Variables
#endregion
#region Methods
void Awake()
{
}
// Use this for initialization
void Start()
{
}
// Update is called once per frame
void Update()
{
}
#endregion
}
This will change default generated mono behavior class.
Sometimes we just want to have a class with properties and method and no mono behavior.
For this, create new file with the name 85-C# Model Script-Model.cs.txt
and copy below code in this
#region Class Information
/*----------------------------------------------------------------------------------
// File: #SCRIPTNAME#.cs
// Project: $projectName$
// Solution: $solutionName$
// Description: $description$
//
// Change History:
// Name Date Version Description
// ----------------------------------------------------------------------------------
// $programmer$ $date$ 1.0 Created
// ----------------------------------------------------------------------------------*/
# endregion
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System;
using System.Linq;
using Rand = UnityEngine.Random;
using Obj = UnityEngine.Object;
public class #SCRIPTNAME# {
#region Variables
#endregion
#region Methods
#endregion
}
After this save the file. Now in unity you will one more option named C# Model Script
when you try to create a new asset in your unity project.
In case of any issues please post in comments, I will try to solve them.
Thanks for printing this post. Hope you liked it.
Keep visiting and sharing.
Thanks,
Ashwani.
Keep visiting and sharing.
Thanks,
Ashwani.
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