Compilation of Essential Scripts:
Leverages the use of Unity Event - to make a game right in the Inspector.
Or just if you are tired of writing the same logic all over again.
Make boilerplate simpler.Now supports 2D, including KinematicFalseTimer.cs.(In 2D uses bodyType, deprecated isKinematic of 2D is not supported).Typical use case:Lack of basic trigger interactions, collision sounds, setting off physical objects to fall.Versatile use of Unity Events (e.g. OnTriggerEnter modify/call anything that is public from any script in the Scene, including built-in ones)About:A pack of scripts (~25), each under 100 lines of code (with exclusions).Zero complexity. (excluding rare "Intermediate", "Advanced" simple parts)No character controller.Trigger "async" scene load with optional delays.Contains PDF documentation, which explains some stuff (not every step, though).Potential issues when modifying the code:Tasks without null checks (don't remove them) on error can set for e.g. isKinematic to false. ("Task" can change state of an object in editor during errors if there is no null check. Rigidbody in this case).Key features:A documentation that isn't is just a table with list of variables (mostly)Name Modifier for Editor Hierarchy - Get an ability to bulk delete name parts and add prefix, suffix. (Now at: "Tools/Game Objects/Name Modifier"CollisionSoundHandler.cs - The 3D Collision "_audioSource.Play" and "pitch" randomizing script (a "lifesaver" in a single audio clip case).CollisionSoundHandler2D.cs - get rid of redundant "...Play()" from 2D collisions nearly on the same place (the distance is customizable).Bunch of timers to toggle gO's and their components (including async version).LightFlicker.cs - to make that spooky horror/broken lamps flicker.SecurityCameraDisplay.cs - output camera to a material and put in on a quad/plane, customize resolutionTriggerLoadScene - to load a scene (handles both 3D and 2D "OnTriggerEnter").UnityEvent to do basic manipulations with any scripts on the scene or just the GameObjectYou can load scenes like its 2000's! With ThreadSleep() or a bool check in TriggerDraggable panel for UI with protection from out of bounds, darken text OnPointerEnter()Create TextMeshPro UI Toggle instead of still "Legacy" in new list in the same context menu in the hierarchy.And more!Starts:Make an explosion (e.g. in your instantiated object or after UnityEvent enabling object, etc.).Lock your cursor on game start (doesn't touch visibility, can conflict with other packages).Target your framerate to prevent waste of GPU resources (especially in Windows builds).Supported platforms:All, if using Awaitable - properly even Web.Used GPTs in code generation and now in refactoring the 1.0 documentation into 1.2.Making and supporting it for the Store page is still much more time consuming, than just generating and using the bare code.I don't know why initially I didn't thought of generating ".md". Now even the AI refactored version contains childish parts.Manual work doesn't always mean a better result, especially if being done by an amateur.



