Skip to content
View MaZyGer's full-sized avatar

Block or report MaZyGer

Block user

Prevent this user from interacting with your repositories and sending you notifications. Learn more about blocking users.

You must be logged in to block users.

Maximum 250 characters. Please don’t include any personal information such as legal names or email addresses. Markdown is supported. This note will only be visible to you.
Report abuse

Contact GitHub support about this user’s behavior. Learn more about reporting abuse.

Report abuse
MaZyGer/README.md
  • 👋 Hi, I’m @MaZyGer
  • 👀 I’m interested in game development, coding, music etc. Very experienced with Unity Engine + C# Development
  • 🌱 I’m currently learning nodejs with web technologies like expressjs. Have two projects done with it: https://bilmaz.com and https://surl.bilmaz.com
  • 📫 How to reach me here: https://bilmaz.com

Pinned Loading

  1. The default EditorOnly of Unity Engi... The default EditorOnly of Unity Engine will only remove objects from standalone player and not in the editor. EditorModeOnly will remove also objects if you start playmode in the editor. Its really nice for things such as UI List tests, to remove the list in play mode. You can remove or change the namespace if you want. Drop it in an Editor folder. Update: Critical issue solved and also new tag added. With DeactivateInPlaymode Objects get deactivated on at start.
    1
    using System.Collections.Generic;
    2
    using UnityEditor;
    3
    using UnityEditor.Callbacks;
    4
    using UnityEngine;
    5
    
                  
  2. Event-Framework Event-Framework Public

    This is still in development and in beta state. So names can be changed and cause error.

    C#

  3. EventValue EventValue Public

    C#

  4. SmartEvent SmartEvent Public

    C#