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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