Predefined File Templates for Unity
This topic lists all predefined file templates for Unity in ReSharper 2022.2. For more information about file templates, see Create files from templates.
Template | Details |
---|---|
| Assembly Definition File Scope Unity file template, Unity projects, Unity 2017.3 and later projects Body {
"name": "$NAME$"
} Parameters
|
| Play Mode Test Scope Unity file template, Unity projects Body $HEADER$namespace $NAMESPACE$ {
public class $CLASS$ {
[NUnit.Framework.Test]
public void $CLASS$SimplePasses() {
// Use the Assert class to test conditions.
$END$
}
// A UnityTest behaves like a coroutine in PlayMode
// and allows you to yield null to skip a frame in EditMode
[UnityEngine.TestTools.UnityTest]
public System.Collections.IEnumerator $CLASS$WithEnumeratorPasses() {
// Use the Assert class to test conditions.
// yield to skip a frame
yield return null;
}
}
} Parameters
|
| Image Effect Shader Scope Unity file template, Unity projects Body Shader "Hidden/$NAME$"
{
$END$Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
sampler2D _MainTex;
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
// just invert the colors
col = 1 - col;
return col;
}
ENDCG
}
}
} Parameters
|
| Asset Postprocessor Scope Unity file template, Unity Editor folder Body $HEADER$namespace $NAMESPACE$ {
public class $CLASS$ : UnityEditor.AssetPostprocessor
{
public static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths)
{
$END$
}
}
} Parameters
|
| Scriptable Object Scope Unity file template, Unity projects Body $HEADER$namespace $NAMESPACE$ {
[UnityEngine.CreateAssetMenu(fileName = "$FILENAME$", menuName = "$MENUNAME$", order = 0)]
public class $CLASS$ : UnityEngine.ScriptableObject
{
$END$
}
} Parameters
|
| Mono Behaviour Scope Unity file template, Unity projects Body $HEADER$namespace $NAMESPACE$ {
public class $CLASS$ : UnityEngine.MonoBehaviour {$END$}
} Parameters
|
| State Machine Behaviour Scope Unity file template, Unity projects Body $HEADER$namespace $NAMESPACE$ {
public class $CLASS$ : UnityEngine.StateMachineBehaviour
{
public override void OnStateEnter(UnityEngine.Animator animator, UnityEngine.AnimatorStateInfo stateInfo, int layerIndex)
{
$END$
}
public override void OnStateExit(UnityEngine.Animator animator, UnityEngine.AnimatorStateInfo stateInfo, int layerIndex)
{
}
public override void OnStateUpdate(UnityEngine.Animator animator, UnityEngine.AnimatorStateInfo stateInfo, int layerIndex)
{
}
public override void OnStateMove(UnityEngine.Animator animator, UnityEngine.AnimatorStateInfo stateInfo, int layerIndex)
{
}
public override void OnStateIK(UnityEngine.Animator animator, UnityEngine.AnimatorStateInfo stateInfo, int layerIndex)
{
}
}
} Parameters
|
| Editor EntryPoint C# script Scope Unity file template, Unity Editor folder Body $HEADER$namespace $NAMESPACE$ {
[UnityEditor.InitializeOnLoad]
public static class $CLASS$
{
static $CLASS$()
{$END$}
}
} Parameters
|
| Property Drawer Scope Unity file template, Unity Editor folder Body $HEADER$namespace $NAMESPACE$ {
[UnityEditor.CustomPropertyDrawer(typeof($TYPE$))]
public class $CLASS$ : UnityEditor.PropertyDrawer
{
public override void OnGUI(UnityEngine.Rect position, UnityEditor.SerializedProperty property, UnityEngine.GUIContent label)
{
$END$
}
public override float GetPropertyHeight(UnityEditor.SerializedProperty property, UnityEngine.GUIContent label)
{
return base.GetPropertyHeight(property, label);
}
}
} Parameters
|
| Custom Editor Scope Unity file template, Unity Editor folder Body $HEADER$namespace $NAMESPACE$ {
[UnityEditor.CustomEditor(typeof($TYPE$))]
public class $CLASS$ : UnityEditor.Editor
{
public override void OnInspectorGUI()
{
$END$
base.OnInspectorGUI();
}
}
} Parameters
|
| Scriptable Wizard Scope Unity file template, Unity Editor folder Body $HEADER$namespace $NAMESPACE$ {
public class $CLASS$ : UnityEditor.ScriptableWizard
{
[UnityEditor.MenuItem("$MENUITEM$/$MENUITEMCOMMAND$")]
public static void CreateWizard()
{
DisplayWizard<$CLASS$>("$TITLE$", "$CREATE$", "$OTHER$");
}
public void OnWizardCreate()
{
$END$
}
public void OnWizardUpdate()
{
}
public void OnWizardOtherButton()
{
}
}
} Parameters
|
| Standard Surface Shader Scope Unity file template, Unity projects Body Shader "Custom/$NAME$" {
$END$Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
void surf (Input IN, inout SurfaceOutputStandard o) {
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
} Parameters
|
| Edit Mode Test Scope Unity file template, Unity Editor folder, Unity firstpass Editor folder Body $HEADER$using UnityEditor;
namespace $NAMESPACE$ {
public class $CLASS$ {
[NUnit.Framework.Test]
public void $CLASS$SimplePasses() {
// Use the Assert class to test conditions.
$END$
}
// A UnityTest behaves like a coroutine in PlayMode
// and allows you to yield null to skip a frame in EditMode
[UnityEngine.TestTools.UnityTest]
public System.Collections.IEnumerator $CLASS$WithEnumeratorPasses() {
// Use the Assert class to test conditions.
// yield to skip a frame
yield return null;
}
}
} Parameters
|
| Unlit Shader Scope Unity file template, Unity projects Body Shader "Unlit/$NAME$"
{
$END$Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
} Parameters
|
| Editor Window Scope Unity file template, Unity Editor folder Body $HEADER$namespace $NAMESPACE$ {
public class $CLASS$ : UnityEditor.EditorWindow
{
[UnityEditor.MenuItem("$MENUITEM$/$MENUITEMCOMMAND$")]
private static void ShowWindow()
{
var window = GetWindow<$CLASS$>();
window.titleContent = new UnityEngine.GUIContent("$TITLE$");
window.Show();
}
private void OnGUI()
{
$END$
}
}
} Parameters
|