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Smart Core

Discussion in 'Assets and Asset Store' started by mm_ASH, Oct 9, 2015.

  1. mm_ASH

    mm_ASH

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    Smart Core
    This asset was made for level and game designers to speed up their daily work by providing wide range of editor interface improvements.

    Customizable toolbars to put:
    * Frequently used prefabs
    * Frequently used visual Editor commands

    More Editor improvements:
    * Transform editor extension
    * Hierarchy extension
    * Event editors extension
    * Shortcuts extension

    Framework components:
    * Canvas manager
    * Coroutines manager
    * 5 Helpers

    Video | Documentation | Asset Store
    Free icons pack with additional commands
     
    Last edited: Oct 30, 2015
    Gozdek likes this.
  2. theANMATOR2b

    theANMATOR2b

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    The asset store hyperlink above goes to this image not the store.
     
  3. mm_ASH

    mm_ASH

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  4. TheDevGuy

    TheDevGuy

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    I have the old unio editor tools, does this mean we get access to this asset instead since the other was taken off the store?
     
  5. mm_ASH

    mm_ASH

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    Yes I would like to support old version users.
    Sorry for inconvenience, I hope cool new features of new package will compensate that :)
    (I made update on asset store for free)
     
    Last edited: Oct 15, 2015
  6. TheDevGuy

    TheDevGuy

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    In the 5.2.1.f1 update this happened
     
  7. mm_ASH

    mm_ASH

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    It lost some images because in new unity they were renamed.
    Please update your pack to new version.
     
    Last edited: Oct 22, 2015
  8. TheDevGuy

    TheDevGuy

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    This is with unio editor tools, not the new asset btw. How can i fix in the old one
     
  9. mm_ASH

    mm_ASH

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    in new unity this images were renamed, so no way
    you can rollback to older version of unity or update toolkit to new verison
     
  10. mm_ASH

    mm_ASH

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  11. mm_ASH

    mm_ASH

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    Free icons pack with additional commands is available for downloading here
     
    Last edited: Dec 11, 2015
  12. CplMulder

    CplMulder

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    Demo video no longer works.... I get a message saying " This video has been removed because its content violated YouTube's Terms of Service."
     
  13. mm_ASH

    mm_ASH

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    it was few days problem, sorry for inconvenience ;)
     
  14. Tinjaw

    Tinjaw

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    Using Smart Bindings, if this is my datasource....

    Code (CSharp):
    1. using UnityEngine;
    2.  
    3. public class TestObject : MonoBehaviour
    4. {
    5.     public SubObject MySubObject = new SubObject() { TestString = "Overriden String" };
    6.     public string MyTextString = "Hello, World!";
    7.  
    8.     public class SubObject
    9.     {
    10.         public string TestString = "My Test String";
    11.     }
    12. }
    I can use a Text Binding to display MyTextString, but how do I display MySubObject.TestString?
     
  15. mm_ASH

    mm_ASH

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    Hi Tinjaw!
    Unfortunately today fields of nested objects not supported.
    You can do workaround with Collection binding (collection contains one element).

    Code (CSharp):
    1. public class TestObject : MonoBehaviour
    2. {
    3.     public SubObject MySubObject = new SubObject { TestString = "Overriden String" };
    4.  
    5.     public IEnumerable<SubObject> MySubObjectProp
    6.     {
    7.         get { return new[] {MySubObject}; }
    8.     }
    9.  
    10.     public class SubObject
    11.     {
    12.         public string TestString = "My Test String";
    13.     }
    14. }
    If this (acess to fields of nested objects) happens more less frequently in your project we can agree that I`ll improve package to support this usecase.
     
  16. mm_ASH

    mm_ASH

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    Another option could be
    Code (CSharp):
    1. using UnityEngine;
    2. public class TestObject : MonoBehaviour
    3. {
    4.     public SubObject MySubObject = new SubObject() { TestString = "Overriden String" };
    5.     public string MyTextString = "Hello, World!";
    6.     public class SubObject
    7.     {
    8.         public string TestString = "My Test String";
    9.     }
    10.  
    11.     public string MySubObject_TestString // just expose your subobject fields as properties
    12.     {
    13.        get { return MySubObject.TestString; }
    14.        set { MySubObject.TestString = value; }
    15.     }
    16. }
     
  17. Tinjaw

    Tinjaw

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    I noticed that the icons in the Hierarchy view are getting cut off on the left side.

     
  18. mm_ASH

    mm_ASH

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    You are right. This is how hierarhy is drawn by Unity (kind of internal offset).
     
  19. p2thewhite

    p2thewhite

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    Amazing asset, question. How can I have a script component, that's attached to a player game object, enabled when the player enters a trigger area? Any help will be appreciated thanks.
     
  20. mm_ASH

    mm_ASH

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    Hi! Thank you for feedback.
    Have you tried such approach:
    1. attach CollisionTriggerHelper to the player object (specify requireTag if you want filter triggers)
    2. in onEnter event on the CollisionTriggerHelper you can specify component.enable = true
     
  21. p2thewhite

    p2thewhite

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    Sorry been super busy, but thank you much for your response, I'm trying to find the CollisionTriggerHelper to add it, here is it exactly? Can find it when adding a component and going to Smart. I have the smart component asset only and not the core. Not sure if theirs a difference.
     
  22. p2thewhite

    p2thewhite

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    Actually updating it now and seen the CollisionTriggerHelper in the assets it's updating so I might have it then, I'm slow LOL, I'm going to try it now and let you know, thanks again..
     
  23. p2thewhite

    p2thewhite

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    IT WORKED!! Copied the CollisionTriggerHelper component from the example scene and worked like a charm, money well spent on this asset, thanks again!!!
     
  24. mm_ASH

    mm_ASH

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    Thanks to you for using my assets.
    It is always nice to see happy customers :)
     
  25. p2thewhite

    p2thewhite

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    Of course Thanks again!! Last question I swear lol, once the character exits the collision of the CollisionTriggerHelper how can I disable the script component again?
     
  26. mm_ASH

    mm_ASH

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    Maybe I missunderstand something, but what about CollisionTriggerHelder.Enabled property?
     
  27. p2thewhite

    p2thewhite

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    Your ok, basically you helped me have the CollisionTriggerHelper property enable a script component, that's attached to a player game object when the player enters a trigger area, but my new question is how can I have the script component disabled when the player leaves that trigger area?
     
  28. mm_ASH

    mm_ASH

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    Hmmm.. what about OnExit event handler in CollisionTriggerHelper which is just opposite to OnEnter? :)
     
  29. p2thewhite

    p2thewhite

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    Yeaaa I saw that, ok I'm going to try that. Again thanks again, great product!
     
  30. BoboShu

    BoboShu

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    oh my god is free now? can i get the sourcecode ?
     
  31. mm_ASH

    mm_ASH

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  32. BoboShu

    BoboShu

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  33. mm_ASH

    mm_ASH

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    well, if you want - you can do it
    I don`t know git well
     
    Last edited: Oct 2, 2016
  34. Thinking3D

    Thinking3D

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    Very interesting asset, helpfull and easy to use; but recently with unity 5.5 the generated built-in icons using the same image, why? Any help will be appreciated thanks!
     

    Attached Files:

  35. mm_ASH

    mm_ASH

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    Thank you for a good feedback. Already fixed all problems, package submitted for review on AssetStore, for now you can try to use this version: Download

    Warning
    I`ve deprecated Bindings, Components and Extensions packages, all this stuff you can find in combined pack Smart Core
     
    Last edited: Dec 5, 2016
  36. Thinking3D

    Thinking3D

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    work perfectly! thank you so much for very fast response
     
  37. Grygus

    Grygus

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    First of all thank you for this Awesome asset! My mind blown when i saw all functionality of it. As far as I understand data binding is based on constant checks if value was changed. My goal is to implement this based on propertyChanged event.
    But could someone reupload sources of this project or put it on Git Hub so everyone could contribute to it. Thanks!
     
  38. mm_ASH

    mm_ASH

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    Last edited: Mar 14, 2017
    Grygus likes this.
  39. Grygus

    Grygus

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    Thank you!
     
  40. BoboShu

    BoboShu

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    AGregori likes this.
  41. mm_ASH

    mm_ASH

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    Thank you BoboShu! :)
    Will update it with a new portion of helpers and components soon.
     
  42. AGregori

    AGregori

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    @mm_ASH, any news about Smart Core?

    Great asset, and surprised to see it going open source. :)
     
  43. Axess

    Axess

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    Hello!
    I'm very interested in this asset!
    I'd like to see the FULL source (including project setting).
    But unfortunately, source code file in official site is not available. (Link is already dead.....)
    And all *.csproj in BoboShu's GitHub were ignored.

    I can request for re-upload the FULL source code? Please.
    Thank you very much.
     
  44. mm_ASH

    mm_ASH

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    Hello guys!
    This (mirror) is last actual version, we have developed it during all this time, so it has a lot of new features. Unity 2017.1 compatible.
     
    Last edited: Oct 5, 2017
  45. Axess

    Axess

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    Very fast reply!!
    Thank you very much mm_ASH!!

    Now, I'm trying to improve hierarchy view for better view (maybe) & add some command.
    I hope it worked correctly...

    P.S. Is there any better way to see ALL built-in icon than listing them?
    as i can see that all "Light" icon in hierarchy are different than initial settings in your code.
    And Smart/built-in icon window not show them.
     
  46. mm_ASH

    mm_ASH

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    Well, I`ve got list of icons by scanning dll, you can find this code commented out in built-in icons window.
    and if you will improve something in hierarchy please share this with us =)
     
  47. Axess

    Axess

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    Oops! Oh I see... thank you.
    This one right? >> BuildIconLists()

    -----
    For hierarchy, I'm considering re-orderable (UnityEditorInternal.ReorderableList) items that shown in right hand side without using SerializedObject, but Unity don't let me do it. orz
    Using SerializedObject in this case means I've to create ScriptableObject as a config file (maybe?).
    Well, I'll try to think another way to save config rather than EditorPref or ScriptableObject.
    In case of no another way to do it, I'll try some above ^.

    Finally, I think it'd cause many days to finish this because of my work. OTL
     
  48. mm_ASH

    mm_ASH

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    >> BuildIconLists()
    yep
     
  49. Axess

    Axess

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    Long time no see, mm_ASH.
    Lot of works still draining my stamina and time. orz
    Somehow, when I'm creating hierarchy window code, some are complex to your code and getting errors. (wryyyyy)
    I decided to create it as new project to avoid errors.
    (May be later, I'll try to fix it.)

    https://imgur.com/Ribet3Y
    https://imgur.com/VN5Niuv
    * Icons is under PSing. (some may be changed)

    When done, I'll post the code. (may be on github)

    P.S. Doing PS works is such a painful for programmer. lol
     
  50. mm_ASH

    mm_ASH

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    Hi Axess!
    Screenshots looks very promising!
    so keep do it :) if you need my help you always can contact me via skype (anton.tril)