Infinite Runner Engine v1.9
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▼NMoreMountains | |
►NFeedbacks | |
CBlinkPhase | Describes a blink phase, defined by a duration for the phase, and the time it should remain inactive and active, sequentially For the duration of the phase, the object will be off for OffDuration, then on for OnDuration, then off again for OffDuration, etc If you want a grenade to blink briefly every .2 seconds, for 1 second, these parameters are what you're after : PhaseDuration = 1f; OffDuration = 0.2f; OnDuration = 0.1f; |
CDemoBall | A class handling the lifecycle of the balls included in the MMFeedbacks demo It waits for 2 seconds after the spawn of the ball, and destroys it, playing a MMFeedbacks while it does so |
CDemoButton | A simple class used to handle demo buttons in the MMF_PlayerDemo and MMFeedbacksDemo scenes |
CDemoGhost | A class used on the MMFeedback's demo ghost |
CDemoPackageTester | This class, meant to be used in MMFeedbacks demos, will check for requirements, and output an error message if necessary. |
CFeedbackHelpAttribute | Atttribute used to mark feedback class. The contents allow you to specify a help text for each feedback |
CFeedbackPathAttribute | Atttribute used to mark feedback class. The provided path is used to sort the feedback list displayed in the feedback manager dropdown |
CInternalWiggleProperties | A struct used to store internal wiggle properties |
CMMAudioFilterDistortionShakeEvent | An event used to trigger vignette shakes |
CMMAudioFilterDistortionShaker | Add this to an audio distortion filter to shake its values remapped along a curve |
CMMAudioFilterEchoShakeEvent | An event used to trigger vignette shakes |
CMMAudioFilterEchoShaker | Add this to an audio echo filter to shake its values remapped along a curve |
CMMAudioFilterHighPassShakeEvent | An event used to trigger vignette shakes |
CMMAudioFilterHighPassShaker | Add this to an audio high pass filter to shake its values remapped along a curve |
CMMAudioFilterLowPassShakeEvent | An event used to trigger vignette shakes |
CMMAudioFilterLowPassShaker | Add this to an audio distortion low pass to shake its values remapped along a curve |
CMMAudioFilterReverbShakeEvent | An event used to trigger vignette shakes |
CMMAudioFilterReverbShaker | Add this to an audio reverb filter to shake its values remapped along a curve |
CMMAudioSourcePitchShakeEvent | An event used to trigger vignette shakes |
CMMAudioSourcePitchShaker | Add this to an AudioSource to shake its pitch remapped along a curve |
CMMAudioSourceSequencer | A MMSequencer with ready made slots to play AudioSources |
CMMAudioSourceStereoPanShakeEvent | An event used to trigger vignette shakes |
CMMAudioSourceStereoPanShaker | Add this to an AudioSource to shake its stereo pan values remapped along a curve |
CMMAudioSourceVolumeShakeEvent | An event used to trigger vignette shakes |
CMMAudioSourceVolumeShaker | Add this to an AudioSource to shake its volume remapped along a curve |
CMMBlink | Add this class to a GameObject to make it blink, either by enabling/disabling a gameobject, changing its alpha, emission intensity, or a value on a shader) |
CMMCameraClippingPlanesShakeEvent | An event used to trigger vignette shakes |
CMMCameraClippingPlanesShaker | Add this to a camera and it'll let you control its near and far clipping planes |
CMMCameraFieldOfViewShakeEvent | An event used to trigger vignette shakes |
CMMCameraFieldOfViewShaker | Add this to a camera and it'll let you control its field of view over time, can be piloted by a MMFeedbackCameraFieldOfView |
CMMCameraOrthographicSizeShakeEvent | An event used to trigger vignette shakes |
CMMCameraOrthographicSizeShaker | Add this to a camera and it'll let you control its orthographic size over time, can be piloted by a MMFeedbackCameraOrthographicSize |
CMMCameraShakeEvent | |
CMMCameraShakeProperties | Camera shake properties |
CMMCameraShaker | A class to add to your camera. It'll listen to MMCameraShakeEvents and will shake your camera accordingly |
CMMCameraShakerRotation | A variant of the Camera Shaker that acts on the rotation instead of the position. Careful, can cause vertigo to some users. |
CMMCameraShakeStopEvent | |
CMMCameraZoomEvent | |
CMMF_Animation | A feedback used to trigger an animation (bool, int, float or trigger) on the associated animator, with or without randomness |
CMMF_AudioFilterDistortion | This feedback lets you control the distortion level of a distortion filter. You'll need a MMAudioFilterDistortionShaker on the filter. |
CMMF_AudioFilterEcho | This feedback lets you control the wetmix level of an echo filter. You'll need a MMAudioFilterEchoShaker on your filter. |
CMMF_AudioFilterHighPass | This feedback lets you control the cutoff frequency of a high pass filter. You'll need a MMAudioFilterHighPassShaker on your filter. |
CMMF_AudioFilterLowPass | This feedback lets you control the cutoff frequency of a low pass filter. You'll need a MMAudioFilterLowPassShaker on your filter. |
CMMF_AudioFilterReverb | This feedback lets you control the reverb level of a reverb filter. You'll need a MMAudioFilterReverbShaker on your filter. |
CMMF_AudioMixerSnapshotTransition | This feedback will let you transition to a target AudioMixer Snapshot over a specified time |
CMMF_AudioSource | |
CMMF_AudioSourcePitch | This feedback lets you control the pitch of an AudioSource over time |
CMMF_AudioSourceStereoPan | This feedback lets you control the stereo pan of a target AudioSource over time. |
CMMF_AudioSourceVolume | This feedback lets you control the volume of a target AudioSource over time. |
CMMF_Blink | This feedback will trigger a MMBlink object, letting you blink something |
CMMF_Broadcast | This feedback lets you broadcast a float value to the MMRadio system |
CMMF_BroadcastProxy | This component will be automatically added by the MMF_Broadcast feedback |
CMMF_Button | |
CMMF_CameraClippingPlanes | This feedback lets you control a camera's clipping planes over time. You'll need a MMCameraClippingPlanesShaker on your camera. |
CMMF_CameraFieldOfView | This feedback lets you control a camera's field of view over time. You'll need a MMCameraFieldOfViewShaker on your camera. |
CMMF_CameraOrthographicSize | This feedback lets you control a camera's orthographic size over time. You'll need a MMCameraOrthographicSizeShaker on your camera. |
CMMF_CameraShake | This feedback will send a shake event when played |
CMMF_CameraZoom | A feedback that will allow you to change the zoom of a (3D) camera when played |
CMMF_CanvasGroup | This feedback lets you control the opacity of a canvas group over time |
CMMF_CanvasGroupBlocksRaycasts | This feedback will let you turn the BlocksRaycast parameter of a target CanvasGroup on or off on play |
CMMF_Collider | This feedback will let you enable/disable/toggle a target collider, or change its trigger status |
CMMF_Collider2D | This feedback will let you enable/disable/toggle a target collider 2D, or change its trigger status |
CMMF_DebugComment | This feedback doesn't do anything by default, it's just meant as a comment, you can store text in it for future reference, maybe to remember how you setup a particular MMFeedbacks. Optionnally it can also output that comment to the console on Play. |
CMMF_DebugLog | This feedback will let you output a message to the console, using a custom MM debug method, or Log, Assertion, Error or Warning logs. |
CMMF_DestinationTransform | This feedback will let you animate the position/rotation/scale of a target transform to match the one of a destination transform. |
CMMF_Destroy | This feedback allows you to destroy a target gameobject, either via Destroy, DestroyImmediate, or SetActive:False |
CMMF_Enable | Turns an object active or inactive at the various stages of the feedback |
CMMF_Events | A feedback to bind Unity events to and trigger them when played |
CMMF_Fade | This feedback will trigger a one time play on a target FloatController |
CMMF_Feedback | |
CMMF_FeedbackBase | |
CMMF_FeedbackBaseTarget | |
CMMF_FeedbackInspector | |
CMMF_Feedbacks | This feedback allows you to trigger a target MMFeedbacks, or any MMFeedbacks on the specified Channel within a certain range. You'll need an MMFeedbacksShaker on them. |
CMMF_Flash | This feedback will trigger a flash event (to be caught by a MMFlash) when played |
CMMF_Flicker | This feedback will make the bound renderer flicker for the set duration when played (and restore its initial color when stopped) |
CMMF_FloatController | This feedback will trigger a one time play on a target FloatController |
CMMF_FloatingText | This feedback will request the spawn of a floating text, usually to signify damage, but not necessarily This requires that a MMFloatingTextSpawner be correctly setup in the scene, otherwise nothing will happen. To do so, create a new empty object, add a MMFloatingTextSpawner to it. Drag (at least) one MMFloatingText prefab into its PooledSimpleMMFloatingText slot. You'll find such prefabs already made in the MMTools/Tools/MMFloatingText/Prefabs folder, but feel free to create your own. Using that feedback will always spawn the same text. While this may be what you want, if you're using the Corgi Engine or TopDown Engine, you'll find dedicated versions directly hooked to the Health component, letting you display damage taken. |
CMMF_Fog | This feedback will let you animate the density, color, end and start distance of your scene's fog |
CMMF_FreezeFrame | This feedback will trigger a freeze frame event when played, pausing the game for the specified duration (usually short, but not necessarily) |
CMMF_Graphic | This feedback will let you change the color of a target Graphic over time. |
CMMF_GraphicCrossFade | This feedback will let you trigger cross fades on a target Graphic. |
CMMF_HoldingPause | this feedback will "hold", or wait, until all previous feedbacks have been executed, and will then pause the execution of your MMFeedbacks sequence, for the specified duration |
CMMF_Image | This feedback will let you change the color of a target sprite renderer over time, and flip it on X or Y. You can also use it to command one or many MMSpriteRendererShakers. |
CMMF_ImageAlpha | This feedback will let you change the alpha of a target sprite renderer over time. |
CMMF_ImageRaycastTarget | This feedback will let you control the RaycastTarget parameter of a target image, turning it on or off on play |
CMMF_InstantiateObject | This feedback will instantiate the associated object (usually a VFX, but not necessarily), optionnally creating an object pool of them for performance |
CMMF_Light | This feedback will let you control the color and intensity of a Light when played |
CMMF_LoadScene | This feedback will request the load of a new scene, using the method of your choice |
CMMF_Looper | This feedback will move the current "head" of an MMFeedbacks sequence back to another feedback above in the list. What feedback the head lands on depends on your settings : you can decide to have it loop at last pause, or at the last LoopStart feedback in the list (or both). Furthermore, you can decide to have it loop multiple times and cause a pause when met. |
CMMF_LooperStart | This feedback can act as a pause but also as a start point for your loops. Add a FeedbackLooper below this (and after a few feedbacks) and your MMFeedbacks will loop between both |
CMMF_Material | |
CMMF_MMGameEvent | This feedback will trigger a MMGameEvent of the specified name when played |
CMMF_MMSoundManagerAllSoundsControl | A feedback used to control all sounds playing on the MMSoundManager at once. It'll let you pause, play, stop and free (stop and returns the audiosource to the pool) sounds. You will need a MMSoundManager in your scene for this to work. |
CMMF_MMSoundManagerSaveLoad | This feedback will let you trigger save, load, and reset on MMSoundManager settings. You will need a MMSoundManager in your scene for this to work. |
CMMF_MMSoundManagerSound | This feedback will let you play a sound via the MMSoundManager. You will need a game object in your scene with a MMSoundManager object on it for this to work. |
CMMF_MMSoundManagerSoundControl | This feedback will let you control a specific sound (or sounds), targeted by SoundID, which has to match the SoundID of the sound you intially played. You will need a MMSoundManager in your scene for this to work. |
CMMF_MMSoundManagerSoundFade | This feedback lets you trigger fades on a specific sound via the MMSoundManager. You will need a MMSoundManager in your scene for this to work. |
CMMF_MMSoundManagerTrackControl | This feedback will let you control all sounds playing on a specific track (master, UI, music, sfx), and play, pause, mute, unmute, resume, stop, free them all at once. You will need a MMSoundManager in your scene for this to work. |
CMMF_MMSoundManagerTrackFade | This feedback will let you fade all the sounds on a specific track at once. You will need a MMSoundManager in your scene for this to work. |
CMMF_Particles | This feedback will play the associated particles system on play, and stop it on stop |
CMMF_ParticlesInstantiation | This feedback will instantiate a particle system and play/stop it when playing/stopping the feedback |
CMMF_Pause | This feedback will cause a pause when met, preventing any other feedback lower in the sequence to run until it's complete. |
CMMF_Player | |
CMMF_PlayerConfiguration | An asset to store copy information, as well as global feedback settings. It requires that one (and only one) MMFeedbacksConfiguration asset be created and stored in a Resources folder. That's already done when installing MMFeedbacks. |
►CMMF_PlayerEditor | A custom editor displaying a foldable list of MMFeedbacks, a dropdown to add more, as well as test buttons to test your feedbacks at runtime |
CFeedbackTypePair | A data structure to store types and names |
CMMF_PlayerEnabler | A helper class added automatically by MMFeedbacks if they're in AutoPlayOnEnable mode This lets them play again should their parent game object be disabled/enabled |
CMMF_PlayerEvent | Events triggered by a MMFeedbacks when playing a series of feedbacks |
CMMF_PlayerEvents | A subclass of MMFeedbacks, contains UnityEvents that can be played, |
CMMF_Playlist | This feedback will let you pilot a MMPlaylist |
CMMF_Position | this feedback will let you animate the position of |
CMMF_PPMovingFilter | This feedback will trigger a post processing moving filter event, meant to be caught by a MMPostProcessingMovableFilter object |
CMMF_Property | This feedback will let you target (almost) any property, on any object in your scene. It also works on scriptable objects. Drag an object, select a property, and setup your feedback " + to update that property over time |
CMMF_RadioSignal | This feedback will let you trigger a play on a target MMRadioSignal (usually used by a MMRadioBroadcaster to emit a value that can then be listened to by MMRadioReceivers. From this feedback you can also specify a duration, timescale and multiplier. |
CMMF_RectTransformAnchor | This feedback lets you control the min and max anchors of a RectTransform over time. That's the normalized position in the parent RectTransform that the lower left and upper right corners are anchored to. |
CMMF_RectTransformOffset | This feedback lets you control the offset of the lower left corner of the rectangle relative to the lower left anchor, and the offset of the upper right corner of the rectangle relative to the upper right anchor. |
CMMF_RectTransformPivot | This feedback lets you control the position of a RectTransform's pivot over time |
CMMF_RectTransformSizeDelta | This feedback lets you control the size delta property (the size of this RectTransform relative to the distances between the anchors) of a RectTransform, over time |
CMMF_Rigidbody | this feedback will let you apply forces and torques (relative or not) to a Rigidbody |
CMMF_Rigidbody2D | this feedback will let you apply forces and torques (relative or not) to a Rigidbody |
CMMF_Rotation | This feedback animates the rotation of the specified object when played |
CMMF_Scale | This feedback will animate the scale of the target object over time when played |
CMMF_SetActive | Turns an object active or inactive at the various stages of the feedback |
CMMF_ShaderController | This feedback will let you control values on a target ShaderController, letting you modify the behaviour and aspect of a shader driven material at runtime |
CMMF_ShaderGlobal | Turns an object active or inactive at the various stages of the feedback |
CMMF_Skybox | This feedback will let you change the scene's skybox on play, replacing it with another one, either a specific one, or one picked at random among multiple skyboxes. |
CMMF_Sound | |
CMMF_SpriteRenderer | This feedback will let you change the color of a target sprite renderer over time, and flip it on X or Y. You can also use it to command one or many MMSpriteRendererShakers. |
CMMF_SquashAndStretch | This feedback will let you modify the scale of an object on an axis while the other two axis (or only one) get automatically modified to conserve mass |
CMMF_Text | This feedback lets you control the contents of a target Text over time |
CMMF_TextColor | This feedback lets you control the color of a target Text over time |
CMMF_TextFontSize | This feedback lets you control the font size of a target Text over time |
CMMF_TextureOffset | This feedback will let you control the texture offset of a target material over time |
CMMF_TextureScale | This feedback will let you control the texture scale of a target material over time |
CMMF_TimescaleModifier | This feedback changes the timescale by sending a TimeScale event on play |
CMMF_TMPAlpha | This feedback lets you control the alpha of a target TMP over time |
CMMF_TMPCharacterSpacing | This feedback lets you control the character spacing of a target TMP over time |
CMMF_TMPColor | This feedback lets you control the color of a target TMP over time |
CMMF_TMPCountTo | This feedback will let you update a TMP text value over time, with a value going from A to B over time, on a curve |
CMMF_TMPDilate | This feedback lets you dilate a TMP text over time |
CMMF_TMPFontSize | This feedback lets you control the font size of a target TMP over time |
CMMF_TMPLineSpacing | This feedback lets you control the line spacing of a target TMP over time |
CMMF_TMPOutlineColor | This feedback lets you control the color of a target TMP's outline over time |
CMMF_TMPOutlineWidth | This feedback lets you control the outline width of a target TMP over time |
CMMF_TMPParagraphSpacing | This feedback lets you control the paragraph spacing of a target TMP over time |
CMMF_TMPSoftness | This feedback lets you tweak the softness of a TMP text over time |
CMMF_TMPText | This feedback will let you change the text of a target TMP text component |
CMMF_TMPTextReveal | This feedback will let you reveal words, lines, or characters in a target TMP, one at a time |
CMMF_TMPWordSpacing | This feedback lets you control the word spacing of a target TMP over time |
CMMF_UnloadScene | This feedback lets you unload a scene by name or build index |
CMMF_VideoPlayer | This feedback lets you control video players in all sorts of ways (Play, Pause, Toggle, Stop, Prepare, StepForward, StepBackward, SetPlaybackSpeed, SetDirectAudioVolume, SetDirectAudioMute, GoToFrame, ToggleLoop) |
CMMF_Wiggle | When played, this feedback will activate the Wiggle method of a MMWiggle object based on the selected settings, wiggling either its position, rotation, scale, or all of these. |
CMMFConditionAttribute | |
CMMFConditionAttributeDrawer | |
CMMFeedback | A base class, meant to be extended, defining a Feedback. A Feedback is an action triggered by a MMFeedbacks, usually in reaction to the player's input or actions, to help communicate both emotion and legibility, improving game feel. To create a new feedback, extend this class and override its Custom methods, declared at the end of this class. You can look at the many examples for reference. |
CMMFeedbackAnimation | A feedback used to trigger an animation (bool, int, float or trigger) on the associated animator, with or without randomness |
CMMFeedbackAudioFilterDistortion | This feedback lets you control the distortion level of a distortion filter. You'll need a MMAudioFilterDistortionShaker on the filter. |
CMMFeedbackAudioFilterEcho | This feedback lets you control the wetmix level of an echo filter. You'll need a MMAudioFilterEchoShaker on your filter. |
CMMFeedbackAudioFilterHighPass | This feedback lets you control the cutoff frequency of a high pass filter. You'll need a MMAudioFilterHighPassShaker on your filter. |
CMMFeedbackAudioFilterLowPass | This feedback lets you control the cutoff frequency of a low pass filter. You'll need a MMAudioFilterLowPassShaker on your filter. |
CMMFeedbackAudioFilterReverb | This feedback lets you control the reverb level of a reverb filter. You'll need a MMAudioFilterReverbShaker on your filter. |
CMMFeedbackAudioMixerSnapshotTransition | This feedback will let you transition to a target AudioMixer Snapshot over a specified time |
CMMFeedbackAudioSource | |
CMMFeedbackAudioSourcePitch | This feedback lets you control the pitch of an AudioSource over time |
CMMFeedbackAudioSourceStereoPan | This feedback lets you control the stereo pan of a target AudioSource over time. |
CMMFeedbackAudioSourceVolume | This feedback lets you control the volume of a target AudioSource over time. |
CMMFeedbackBase | |
CMMFeedbackBaseTarget | |
CMMFeedbackBlink | This feedback will trigger a MMBlink object, letting you blink something |
CMMFeedbackBroadcast | This feedback lets you broadcast a float value to the MMRadio system |
CMMFeedbackCameraClippingPlanes | This feedback lets you control a camera's clipping planes over time. You'll need a MMCameraClippingPlanesShaker on your camera. |
CMMFeedbackCameraFieldOfView | This feedback lets you control a camera's field of view over time. You'll need a MMCameraFieldOfViewShaker on your camera. |
CMMFeedbackCameraOrthographicSize | This feedback lets you control a camera's orthographic size over time. You'll need a MMCameraOrthographicSizeShaker on your camera. |
CMMFeedbackCameraShake | This feedback will send a shake event when played |
CMMFeedbackCameraZoom | A feedback that will allow you to change the zoom of a (3D) camera when played |
CMMFeedbackCanvasGroup | This feedback lets you control the opacity of a canvas group over time |
CMMFeedbackCanvasGroupBlocksRaycasts | This feedback will let you turn the BlocksRaycast parameter of a target CanvasGroup on or off on play |
CMMFeedbackCollider | This feedback will let you enable/disable/toggle a target collider, or change its trigger status |
CMMFeedbackCollider2D | This feedback will let you enable/disable/toggle a target collider 2D, or change its trigger status |
CMMFeedbackDebugComment | This feedback doesn't do anything by default, it's just meant as a comment, you can store text in it for future reference, maybe to remember how you setup a particular MMFeedbacks. Optionnally it can also output that comment to the console on Play. |
CMMFeedbackDebugLog | This feedback will let you output a message to the console, using a custom MM debug method, or Log, Assertion, Error or Warning logs. |
CMMFeedbackDestinationTransform | This feedback will let you animate the position/rotation/scale of a target transform to match the one of a destination transform. |
CMMFeedbackDestroy | This feedback allows you to destroy a target gameobject, either via Destroy, DestroyImmediate, or SetActive:False |
CMMFeedbackEnable | Turns an object active or inactive at the various stages of the feedback |
CMMFeedbackEvents | A feedback to bind Unity events to and trigger them when played |
CMMFeedbackFade | This feedback will trigger a one time play on a target FloatController |
CMMFeedbackFeedbacks | Turns an object active or inactive at the various stages of the feedback |
CMMFeedbackFlash | This feedback will trigger a flash event (to be caught by a MMFlash) when played |
CMMFeedbackFlicker | This feedback will make the bound renderer flicker for the set duration when played (and restore its initial color when stopped) |
CMMFeedbackFloatController | This feedback will trigger a one time play on a target FloatController |
CMMFeedbackFloatingText | This feedback will request the spawn of a floating text, usually to signify damage, but not necessarily This requires that a MMFloatingTextSpawner be correctly setup in the scene, otherwise nothing will happen. To do so, create a new empty object, add a MMFloatingTextSpawner to it. Drag (at least) one MMFloatingText prefab into its PooledSimpleMMFloatingText slot. You'll find such prefabs already made in the MMTools/Tools/MMFloatingText/Prefabs folder, but feel free to create your own. Using that feedback will always spawn the same text. While this may be what you want, if you're using the Corgi Engine or TopDown Engine, you'll find dedicated versions directly hooked to the Health component, letting you display damage taken. |
CMMFeedbackFog | This feedback will let you animate the density, color, end and start distance of your scene's fog |
CMMFeedbackFreezeFrame | This feedback will trigger a freeze frame event when played, pausing the game for the specified duration (usually short, but not necessarily) |
CMMFeedbackHoldingPause | this feedback will "hold", or wait, until all previous feedbacks have been executed, and will then pause the execution of your MMFeedbacks sequence, for the specified duration |
CMMFeedbackImage | This feedback will let you change the color of a target sprite renderer over time, and flip it on X or Y. You can also use it to command one or many MMSpriteRendererShakers. |
CMMFeedbackImageAlpha | This feedback will let you change the alpha of a target sprite renderer over time. |
CMMFeedbackImageRaycastTarget | This feedback will let you control the RaycastTarget parameter of a target image, turning it on or off on play |
CMMFeedbackInstantiateObject | This feedback will instantiate the associated object (usually a VFX, but not necessarily), optionnally creating an object pool of them for performance |
CMMFeedbackLight | This feedback will let you control the color and intensity of a Light when played |
CMMFeedbackLoadScene | This feedback will request the load of a new scene, using the method of your choice |
CMMFeedbackLooper | This feedback will move the current "head" of an MMFeedbacks sequence back to another feedback above in the list. What feedback the head lands on depends on your settings : you can decide to have it loop at last pause, or at the last LoopStart feedback in the list (or both). Furthermore, you can decide to have it loop multiple times and cause a pause when met. |
CMMFeedbackLooperStart | This feedback can act as a pause but also as a start point for your loops. Add a FeedbackLooper below this (and after a few feedbacks) and your MMFeedbacks will loop between both |
CMMFeedbackMaterial | |
CMMFeedbackMMGameEvent | This feedback will trigger a MMGameEvent of the specified name when played |
CMMFeedbackMMSoundManagerAllSoundsControl | A feedback used to control all sounds playing on the MMSoundManager at once. It'll let you pause, play, stop and free (stop and returns the audiosource to the pool) sounds. You will need a MMSoundManager in your scene for this to work. |
CMMFeedbackMMSoundManagerSaveLoad | This feedback will let you trigger save, load, and reset on MMSoundManager settings. You will need a MMSoundManager in your scene for this to work. |
CMMFeedbackMMSoundManagerSound | This feedback will let you play a sound via the MMSoundManager. You will need a game object in your scene with a MMSoundManager object on it for this to work. |
CMMFeedbackMMSoundManagerSoundControl | This feedback will let you control a specific sound (or sounds), targeted by SoundID, which has to match the SoundID of the sound you intially played. You will need a MMSoundManager in your scene for this to work. |
CMMFeedbackMMSoundManagerSoundFade | This feedback lets you trigger fades on a specific sound via the MMSoundManager. You will need a MMSoundManager in your scene for this to work. |
CMMFeedbackMMSoundManagerTrackControl | This feedback will let you control all sounds playing on a specific track (master, UI, music, sfx), and play, pause, mute, unmute, resume, stop, free them all at once. You will need a MMSoundManager in your scene for this to work. |
CMMFeedbackMMSoundManagerTrackFade | This feedback will let you fade all the sounds on a specific track at once. You will need a MMSoundManager in your scene for this to work. |
CMMFeedbackParticles | This feedback will play the associated particles system on play, and stop it on stop |
CMMFeedbackParticlesInstantiation | This feedback will instantiate a particle system and play/stop it when playing/stopping the feedback |
CMMFeedbackPause | This feedback will cause a pause when met, preventing any other feedback lower in the sequence to run until it's complete. |
CMMFeedbackPlaylist | This feedback will let you pilot a MMPlaylist |
CMMFeedbackPosition | this feedback will let you animate the position of |
CMMFeedbackPPMovingFilter | This feedback will trigger a post processing moving filter event, meant to be caught by a MMPostProcessingMovableFilter object |
CMMFeedbackProperty | This feedback will let you target (almost) any property, on any object in your scene. It also works on scriptable objects. Drag an object, select a property, and setup your feedback " + to update that property over time |
CMMFeedbackRadioSignal | This feedback will let you trigger a play on a target MMRadioSignal (usually used by a MMRadioBroadcaster to emit a value that can then be listened to by MMRadioReceivers. From this feedback you can also specify a duration, timescale and multiplier. |
CMMFeedbackRectTransformAnchor | This feedback lets you control the min and max anchors of a RectTransform over time. That's the normalized position in the parent RectTransform that the lower left and upper right corners are anchored to. |
CMMFeedbackRectTransformOffset | This feedback lets you control the offset of the lower left corner of the rectangle relative to the lower left anchor, and the offset of the upper right corner of the rectangle relative to the upper right anchor. |
CMMFeedbackRectTransformPivot | This feedback lets you control the position of a RectTransform's pivot over time |
CMMFeedbackRectTransformSizeDelta | This feedback lets you control the size delta property (the size of this RectTransform relative to the distances between the anchors) of a RectTransform, over time |
CMMFeedbackRigidbody | this feedback will let you apply forces and torques (relative or not) to a Rigidbody |
CMMFeedbackRigidbody2D | this feedback will let you apply forces and torques (relative or not) to a Rigidbody |
CMMFeedbackRotation | This feedback animates the rotation of the specified object when played |
CMMFeedbacks | A collection of MMFeedback, meant to be played altogether. This class provides a custom inspector to add and customize feedbacks, and public methods to trigger them, stop them, etc. You can either use it on its own, or bind it from another class and trigger it from there. |
CMMFeedbackScale | This feedback will animate the scale of the target object over time when played |
CMMFeedbacksConfiguration | An asset to store copy information, as well as global feedback settings. It requires that one (and only one) MMFeedbacksConfiguration asset be created and stored in a Resources folder. That's already done when installing MMFeedbacks. |
►CMMFeedbacksEditor | A custom editor displaying a foldable list of MMFeedbacks, a dropdown to add more, as well as test buttons to test your feedbacks at runtime |
CFeedbackTypePair | A data structure to store types and names |
CMMFeedbacksEnabler | A helper class added automatically by MMFeedbacks if they're in AutoPlayOnEnable mode This lets them play again should their parent game object be disabled/enabled |
CMMFeedbackSetActive | Turns an object active or inactive at the various stages of the feedback |
CMMFeedbacksEvent | Events triggered by a MMFeedbacks when playing a series of feedbacks |
CMMFeedbacksEvents | A subclass of MMFeedbacks, contains UnityEvents that can be played, |
CMMFeedbackShaderController | This feedback will let you control values on a target ShaderController, letting you modify the behaviour and aspect of a shader driven material at runtime |
CMMFeedbackShaderGlobal | Turns an object active or inactive at the various stages of the feedback |
CMMFeedbacksHelpers | |
CMMFeedbacksInspectorColors | |
CMMFeedbackSkybox | This feedback will let you change the scene's skybox on play, replacing it with another one, either a specific one, or one picked at random among multiple skyboxes. |
CMMFeedbackSound | |
CMMFeedbackSpriteRenderer | This feedback will let you change the color of a target sprite renderer over time, and flip it on X or Y. You can also use it to command one or many MMSpriteRendererShakers. |
CMMFeedbackSquashAndStretch | This feedback will let you modify the scale of an object on an axis while the other two axis (or only one) get automatically modified to conserve mass |
CMMFeedbacksSequencer | A MMSequencer with ready made slots to play MMFeedbacks |
CMMFeedbacksShakeEvent | |
CMMFeedbacksShaker | |
CMMFeedbackText | This feedback lets you control the contents of a target Text over time |
CMMFeedbackTextColor | This feedback lets you control the color of a target Text over time |
CMMFeedbackTextFontSize | This feedback lets you control the font size of a target Text over time |
CMMFeedbackTextureOffset | This feedback will let you control the texture offset of a target material over time |
CMMFeedbackTextureScale | This feedback will let you control the texture scale of a target material over time |
CMMFeedbackTimescaleModifier | This feedback changes the timescale by sending a TimeScale event on play |
CMMFeedbackTiming | A class collecting delay, cooldown and repeat values, to be used to define the behaviour of each MMFeedback |
CMMFeedbackTMPAlpha | This feedback lets you control the alpha of a target TMP over time |
CMMFeedbackTMPCharacterSpacing | This feedback lets you control the character spacing of a target TMP over time |
CMMFeedbackTMPColor | This feedback lets you control the color of a target TMP over time |
CMMFeedbackTMPDilate | This feedback lets you dilate a TMP text over time |
CMMFeedbackTMPFontSize | This feedback lets you control the font size of a target TMP over time |
CMMFeedbackTMPLineSpacing | This feedback lets you control the line spacing of a target TMP over time |
CMMFeedbackTMPOutlineColor | This feedback lets you control the color of a target TMP's outline over time |
CMMFeedbackTMPOutlineWidth | This feedback lets you control the outline width of a target TMP over time |
CMMFeedbackTMPParagraphSpacing | This feedback lets you control the paragraph spacing of a target TMP over time |
CMMFeedbackTMPSoftness | This feedback lets you tweak the softness of a TMP text over time |
CMMFeedbackTMPText | This feedback will let you change the text of a target TMP text component |
CMMFeedbackTMPTextReveal | This feedback will let you reveal words, lines, or characters in a target TMP, one at a time |
CMMFeedbackTMPWordSpacing | This feedback lets you control the word spacing of a target TMP over time |
CMMFeedbackUnloadScene | This feedback lets you unload a scene by name or build index |
CMMFeedbackVideoPlayer | This feedback lets you control video players in all sorts of ways (Play, Pause, Toggle, Stop, Prepare, StepForward, StepBackward, SetPlaybackSpeed, SetDirectAudioVolume, SetDirectAudioMute, GoToFrame, ToggleLoop) |
CMMFeedbackWiggle | When played, this feedback will activate the Wiggle method of a MMWiggle object based on the selected settings, wiggling either its position, rotation, scale, or all of these. |
CMMFEnumConditionAttribute | |
CMMFEnumConditionAttributeDrawer | |
CMMFHiddenAttribute | |
CMMFHiddenAttributeDrawer | |
CMMFHiddenPropertiesAttribute | |
CMMFInformationAttribute | |
CMMFInformationAttributeDrawer | This class allows the display of a message box (warning, info, error...) next to a property (before or after) |
CMMFInspectorButtonAttribute | |
CMMFInspectorGroupAttribute | An attribute used to group inspector fields under common dropdowns Implementation inspired by Rodrigo Prinheiro's work, available at https://github.com/RodrigoPrinheiro/unityFoldoutAttribute |
CMMFInspectorGroupData | |
CMMFlash | Add this class to an image and it'll flash when getting a MMFlashEvent |
CMMFlashDebugSettings | |
CMMFlashEvent | |
CMMFReadOnlyAttribute | |
CMMFReadOnlyAttributeDrawer | |
CMMFreezeFrameEvent | |
CMMInputSequenceRecorder | This class lets you record sequences via input presses |
CMMInputSequenceRecorderEditor | Custom editor for sequence recorder |
CMMLightShakeEvent | |
CMMLightShaker | Add this to a light to have it receive MMLightShakeEvents from feedbacks or to shake it locally |
CMMMiniObjectPool | |
CMMMiniObjectPooler | |
CMMMiniPoolableObject | Add this class to an object that you expect to pool from an objectPooler. Note that these objects can't be destroyed by calling Destroy(), they'll just be set inactive (that's the whole point). |
CMMSequence | This scriptable object holds "sequences", data used to record and play events in sequence MMSequences can be played by MMFeedbacks from their Timing section, by Sequencers and potentially other classes |
CMMSequenceList | A class used to store sequence notes |
CMMSequenceNote | A class describing the contents of a sequence note, basically a timestamp and the ID to play at that timestamp |
CMMSequencer | This class lets you design a quantized MMSequence using a sequencer interface, and lets you play a quantized sequence, triggering events on beats if specified |
CMMSequencerEditor | Custom editor for MMSequencer, handles recalibration and sequencer display |
CMMSequenceTrack | A class describing the properties of a sequence's track : ID, color (for the inspector), Key (for the recorder), State (for the recorder) |
CMMShaker | |
CMMSoundSequencer | A MMSequencer with ready made slots to play sounds |
CMMSpriteRendererShakeEvent | An event used (usually from MMFeeedbackSpriteRenderer) to shake the values of a SpriteRenderer |
CMMSpriteRendererShaker | Add this to a SpriteRenderer to have it receive MMSpriteRendererShakeEvents from feedbacks or to shake it locally |
CMMTimeManager | Put this component in your scene and it'll catch MMFreezeFrameEvents and MMTimeScaleEvents, allowing you to control the flow of time. |
CMMTimeScaleEvent | |
CMMWiggle | Add this class to a GameObject to be able to control its position/rotation/scale individually and periodically, allowing it to "wiggle" (or just move however you want on a periodic basis) |
►CMMWiggleEditor | |
CWiggleEditorProperties | |
CTimeScaleProperties | The different settings you can play with on a timescale event |
CTmpAttribute | |
CWiggleProperties | A class to store public wiggle properties |
►NFeedbacksForThirdParty | |
CMMAutoFocus | This class will set the depth of field to focus on the set of targets specified in its inspector. |
CMMAutoFocus_URP | This class will set the URP depth of field to focus on the set of targets specified in its inspector. |
CMMBloomShakeEvent | An event used to trigger vignette shakes |
CMMBloomShakeEvent_HDRP | An event used to trigger vignette shakes |
CMMBloomShakeEvent_URP | An event used to trigger vignette shakes |
CMMBloomShaker | Add this class to a Camera with a bloom post processing and it'll be able to "shake" its values by getting events |
CMMBloomShaker_HDRP | Add this class to a Camera with a HDRP bloom post processing and it'll be able to "shake" its values by getting events |
CMMBloomShaker_URP | Add this class to a Camera with a URP bloom post processing and it'll be able to "shake" its values by getting events |
CMMCameraZoom | This class will allow you to trigger zooms on your camera by sending MMCameraZoomEvents from any other class |
CMMChannelMixerShakeEvent_HDRP | An event used to trigger vignette shakes |
CMMChannelMixerShakeEvent_URP | An event used to trigger vignette shakes |
CMMChannelMixerShaker_HDRP | Add this class to a Camera with a HDRP color adjustments post processing and it'll be able to "shake" its values by getting events |
CMMChannelMixerShaker_URP | Add this class to a Camera with a URP color adjustments post processing and it'll be able to "shake" its values by getting events |
CMMChromaticAberrationShakeEvent | An event used to trigger vignette shakes |
CMMChromaticAberrationShakeEvent_HDRP | An event used to trigger vignette shakes |
CMMChromaticAberrationShakeEvent_URP | An event used to trigger vignette shakes |
CMMChromaticAberrationShaker | Add this class to a Camera with a chromatic aberration post processing and it'll be able to "shake" its values by getting events |
CMMChromaticAberrationShaker_HDRP | Add this class to a Camera with a HDRP chromatic aberration post processing and it'll be able to "shake" its values by getting events |
CMMChromaticAberrationShaker_URP | Add this class to a Camera with a URP chromatic aberration post processing and it'll be able to "shake" its values by getting events |
CMMCinemachineCameraShaker | Add this component to your Cinemachine Virtual Camera to have it shake when calling its ShakeCamera methods. |
CMMCinemachineClippingPlanesShaker | Add this to a Cinemachine virtual camera and it'll let you control its near and far clipping planes |
CMMCinemachineFieldOfViewShaker | Add this to a Cinemachine virtual camera and it'll let you control its field of view over time, can be piloted by a MMFeedbackCameraFieldOfView |
CMMCinemachineFreeLookZoom | This class will allow you to trigger zooms on your cinemachine camera by sending MMCameraZoomEvents from any other class |
CMMCinemachineOrthographicSizeShaker | Add this to a Cinemachine virtual camera and it'll let you control its orthographic size over time, can be piloted by a MMFeedbackCameraOrthographicSize |
CMMCinemachinePriorityBrainListener | Add this to a Cinemachine brain and it'll be able to accept custom blend transitions (used with MMFeedbackCinemachineTransition) |
CMMCinemachinePriorityEvent | An event used to pilot priorities on cinemachine virtual cameras and brain transitions |
CMMCinemachinePriorityListener | Add this to a Cinemachine virtual camera and it'll be able to listen to MMCinemachinePriorityEvent, usually triggered by a MMFeedbackCinemachineTransition |
CMMCinemachineZoom | This class will allow you to trigger zooms on your cinemachine camera by sending MMCameraZoomEvents from any other class |
CMMColorAdjustmentsShakeEvent_HDRP | An event used to trigger vignette shakes |
CMMColorAdjustmentsShakeEvent_URP | An event used to trigger vignette shakes |
CMMColorAdjustmentsShaker_HDRP | Add this class to a Camera with a HDRP color adjustments post processing and it'll be able to "shake" its values by getting events |
CMMColorAdjustmentsShaker_URP | Add this class to a Camera with a URP color adjustments post processing and it'll be able to "shake" its values by getting events |
CMMColorGradingShakeEvent | An event used to trigger vignette shakes |
CMMColorGradingShaker | Add this class to a Camera with a color grading post processing and it'll be able to "shake" its values by getting events |
CMMDepthOfFieldShakeEvent | An event used to trigger vignette shakes |
CMMDepthOfFieldShakeEvent_URP | An event used to trigger vignette shakes |
CMMDepthOfFieldShaker | Add this class to a Camera with a depth of field post processing and it'll be able to "shake" its values by getting events |
CMMDepthOfFieldShaker_URP | Add this class to a Camera with a URP depth of field post processing and it'll be able to "shake" its values by getting events |
CMMExposureShakeEvent_HDRP | An event used to trigger exposure shakes |
CMMExposureShaker_HDRP | Add this class to a Camera with a HDRP exposure post processing and it'll be able to "shake" its values by getting events |
CMMF_Bloom | This feedback allows you to control bloom intensity and threshold over time. It requires you have in your scene an object with a PostProcessVolume with Bloom active, and a MMBloomShaker component. |
CMMF_Bloom_HDRP | This feedback allows you to control bloom intensity and threshold over time. It requires you have in your scene an object with a Volume with Bloom active, and a MMBloomShaker_HDRP component. |
CMMF_Bloom_URP | This feedback allows you to control bloom intensity and threshold over time. It requires you have in your scene an object with a Volume with Bloom active, and a MMBloomShaker_URP component. |
CMMF_ChannelMixer_HDRP | This feedback allows you to control channel mixer's red, green and blue over time. It requires you have in your scene an object with a Volume with Channel Mixer active, and a MMChannelMixerShaker_HDRP component. |
CMMF_ChannelMixer_URP | This feedback allows you to control bloom intensity and threshold over time. It requires you have in your scene an object with a Volume with Bloom active, and a MMBloomShaker_URP component. |
CMMF_ChromaticAberration | This feedback allows you to control chromatic aberration intensity over time. It requires you have in your scene an object with a PostProcessVolume with Chromatic Aberration active, and a MMChromaticAberrationShaker component. |
CMMF_ChromaticAberration_HDRP | This feedback allows you to control chromatic aberration intensity over time. It requires you have in your scene an object with a Volume with HDRP Chromatic Aberration active, and a MMChromaticAberrationShaker_HDRP component. |
CMMF_ChromaticAberration_URP | This feedback allows you to control chromatic aberration intensity over time. It requires you have in your scene an object with a Volume with URP Chromatic Aberration active, and a MMChromaticAberrationShaker_URP component. |
CMMF_CinemachineImpulse | |
CMMF_CinemachineImpulseClear | |
CMMF_CinemachineImpulseSource | |
CMMF_CinemachineTransition | This feedback will let you change the priorities of your cameras. It requires a bit of setup : adding a MMCinemachinePriorityListener to your different cameras, with unique Channel values on them. Optionally, you can add a MMCinemachinePriorityBrainListener on your Cinemachine Brain to handle different transition types and durations. Then all you have to do is pick a channel and a new priority on your feedback, and play it. Magic transition! |
CMMF_ColorAdjustments_HDRP | This feedback allows you to control color adjustments' post exposure, hue shift, saturation and contrast over time. It requires you have in your scene an object with a Volume with Color Adjustments active, and a MMColorAdjustmentsShaker_HDRP component. |
CMMF_ColorAdjustments_URP | This feedback allows you to control color adjustments' post exposure, hue shift, saturation and contrast over time. It requires you have in your scene an object with a Volume with Color Adjustments active, and a MMColorAdjustmentsShaker_URP component. |
CMMF_ColorGrading | This feedback allows you to control color grading post exposure, hue shift, saturation and contrast over time. It requires you have in your scene an object with a PostProcessVolume with Color Grading active, and a MMColorGradingShaker component. |
CMMF_DepthOfField | This feedback allows you to control depth of field focus distance, aperture and focal length over time. It requires you have in your scene an object with a PostProcessVolume with Depth of Field active, and a MMDepthOfFieldShaker component. |
CMMF_DepthOfField_URP | This feedback allows you to control URP depth of field focus distance, aperture and focal length over time. It requires you have in your scene an object with a Volume with Depth of Field active, and a MMDepthOfFieldShaker_URP component. |
CMMF_Exposure_HDRP | This feedback allows you to control HDRP exposure intensity over time. It requires you have in your scene an object with a Volume with Exposure active, and a MMExposureShaker_HDRP component. |
CMMF_FilmGrain_HDRP | This feedback allows you to control HDRP Film Grain intensity over time. It requires you have in your scene an object with a Volume with Film Grain active, and a MMFilmGrainShaker_HDRP component. |
CMMF_FilmGrain_URP | This feedback allows you to control URP Film Grain intensity over time. It requires you have in your scene an object with a Volume with Film Grain active, and a MMFilmGrainShaker_URP component. |
CMMF_GlobalPPVolumeAutoBlend | This feedback will let you pilot a Global PostProcessing Volume AutoBlend component. A GPPVAB component is placed on a PostProcessing Volume, and will let you control and blend its weight over time on demand. |
CMMF_GlobalPPVolumeAutoBlend_URP | This feedback will let you pilot a Global PostProcessing Volume AutoBlend URP component. A GPPVAB component is placed on a PostProcessing Volume, and will let you control and blend its weight over time on demand. |
CMMF_Haptics | Add this feedback to be able to trigger haptic feedbacks via the NiceVibration library. It'll let you create transient or continuous vibrations, play presets or advanced patterns via AHAP files, and stop any vibration at any time This feedback has been deprecated, and is just here to avoid errors in case you were to update from an old version. Use the new haptic feedbacks instead. |
CMMF_LensDistortion | This feedback allows you to control lens distortion intensity over time. It requires you have in your scene an object with a PostProcessVolume with Lens Distortion active, and a MMLensDistortionShaker component. |
CMMF_LensDistortion_HDRP | This feedback allows you to control HDRP lens distortion intensity over time. It requires you have in your scene an object with a Volume with Lens Distortion active, and a MMLensDistortionShaker_HDRP component. |
CMMF_LensDistortion_URP | This feedback allows you to control URP lens distortion intensity over time. It requires you have in your scene an object with a Volume with Lens Distortion active, and a MMLensDistortionShaker_URP component. |
CMMF_MotionBlur_HDRP | This feedback allows you to control HDRP motion blur intensity over time. It requires you have in your scene an object with a Volume with MotionBlur active, and a MMMotionBlurShaker_HDRP component. |
CMMF_MotionBlur_URP | This feedback allows you to control URP motion blur intensity over time. It requires you have in your scene an object with a Volume with MotionBlur active, and a MMMotionBlurShaker_URP component. |
CMMF_NVClip | Add this feedback to play a .haptic clip, optionally randomizing its level and frequency |
CMMF_NVContinuous | Add this feedback to play a continuous haptic of the specified amplitude and frequency over a certain duration. This feedback will also let you randomize these, and modulate them over time. |
CMMF_NVControl | Add this feedback to interact with haptics at a global level, stopping them all, enabling or disabling them, adjusting their global level or initializing/release the haptic engine |
CMMF_NVEmphasis | Use this feedback to play an Emphasis haptics, short haptic bursts whose amplitude and frequency can be controlled in real time, also called Transients in CoreHaptics/iOS |
CMMF_NVPreset | Use this feedback to play a preset haptic, limited but super simple predifined haptic patterns |
CMMF_PaniniProjection_HDRP | This feedback allows you to control Panini Projection distance and crop to fit over time. It requires you have in your scene an object with a Volume with Bloom active, and a MMPaniniProjectionShaker_HDRP component. |
CMMF_PaniniProjection_URP | This feedback allows you to control Panini Projection distance and crop to fit over time. It requires you have in your scene an object with a Volume with Bloom active, and a MMPaniniProjectionShaker_URP component. |
CMMF_Vignette | This feedback allows you to control vignette intensity over time. It requires you have in your scene an object with a PostProcessVolume with Vignette active, and a MMVignetteShaker component. |
CMMF_Vignette_HDRP | This feedback allows you to control HDRP vignette intensity over time. It requires you have in your scene an object with a Volume with Vignette active, and a MMVignetteShaker_HDRP component. |
CMMF_Vignette_URP | This feedback allows you to control URP vignette intensity over time. It requires you have in your scene an object with a Volume with Vignette active, and a MMVignetteShaker_URP component. |
CMMF_WhiteBalance_HDRP | This feedback allows you to control white balance temperature and tint over time. It requires you have in your scene an object with a Volume with White Balance active, and a MMWhiteBalanceShaker_HDRP component. |
CMMF_WhiteBalance_URP | This feedback allows you to control white balance temperature and tint over time. It requires you have in your scene an object with a Volume with White Balance active, and a MMWhiteBalanceShaker_URP component. |
CMMFeedbackBloom | This feedback allows you to control bloom intensity and threshold over time. It requires you have in your scene an object with a PostProcessVolume with Bloom active, and a MMBloomShaker component. |
CMMFeedbackBloom_HDRP | This feedback allows you to control bloom intensity and threshold over time. It requires you have in your scene an object with a Volume with Bloom active, and a MMBloomShaker_HDRP component. |
CMMFeedbackBloom_URP | This feedback allows you to control bloom intensity and threshold over time. It requires you have in your scene an object with a Volume with Bloom active, and a MMBloomShaker_URP component. |
CMMFeedbackChannelMixer_HDRP | This feedback allows you to control channel mixer's red, green and blue over time. It requires you have in your scene an object with a Volume with Channel Mixer active, and a MMChannelMixerShaker_HDRP component. |
CMMFeedbackChannelMixer_URP | This feedback allows you to control channel mixer's red, green and blue over time. It requires you have in your scene an object with a Volume with Channel Mixer active, and a MMChannelMixerShaker_URP component. |
CMMFeedbackChromaticAberration | This feedback allows you to control chromatic aberration intensity over time. It requires you have in your scene an object with a PostProcessVolume with Chromatic Aberration active, and a MMChromaticAberrationShaker component. |
CMMFeedbackChromaticAberration_HDRP | This feedback allows you to control chromatic aberration intensity over time. It requires you have in your scene an object with a Volume with HDRP Chromatic Aberration active, and a MMChromaticAberrationShaker_HDRP component. |
CMMFeedbackChromaticAberration_URP | This feedback allows you to control chromatic aberration intensity over time. It requires you have in your scene an object with a Volume with URP Chromatic Aberration active, and a MMChromaticAberrationShaker_URP component. |
CMMFeedbackCinemachineImpulse | |
CMMFeedbackCinemachineImpulseClear | |
CMMFeedbackCinemachineTransition | This feedback will let you change the priorities of your cameras. It requires a bit of setup : adding a MMCinemachinePriorityListener to your different cameras, with unique Channel values on them. Optionally, you can add a MMCinemachinePriorityBrainListener on your Cinemachine Brain to handle different transition types and durations. Then all you have to do is pick a channel and a new priority on your feedback, and play it. Magic transition! |
CMMFeedbackColorAdjustments_HDRP | This feedback allows you to control color adjustments' post exposure, hue shift, saturation and contrast over time. It requires you have in your scene an object with a Volume with Color Adjustments active, and a MMColorAdjustmentsShaker_HDRP component. |
CMMFeedbackColorAdjustments_URP | This feedback allows you to control color adjustments' post exposure, hue shift, saturation and contrast over time. It requires you have in your scene an object with a Volume with Color Adjustments active, and a MMColorAdjustmentsShaker_URP component. |
CMMFeedbackColorGrading | This feedback allows you to control color grading post exposure, hue shift, saturation and contrast over time. It requires you have in your scene an object with a PostProcessVolume with Color Grading active, and a MMColorGradingShaker component. |
CMMFeedbackDepthOfField | This feedback allows you to control depth of field focus distance, aperture and focal length over time. It requires you have in your scene an object with a PostProcessVolume with Depth of Field active, and a MMDepthOfFieldShaker component. |
CMMFeedbackDepthOfField_URP | This feedback allows you to control URP depth of field focus distance, aperture and focal length over time. It requires you have in your scene an object with a Volume with Depth of Field active, and a MMDepthOfFieldShaker_URP component. |
CMMFeedbackExposure_HDRP | This feedback allows you to control HDRP exposure intensity over time. It requires you have in your scene an object with a Volume with Exposure active, and a MMExposureShaker_HDRP component. |
CMMFeedbackFilmGrain_HDRP | This feedback allows you to control HDRP Film Grain intensity over time. It requires you have in your scene an object with a Volume with Film Grain active, and a MMFilmGrainShaker_HDRP component. |
CMMFeedbackFilmGrain_URP | This feedback allows you to control URP Film Grain intensity over time. It requires you have in your scene an object with a Volume with Film Grain active, and a MMFilmGrainShaker_URP component. |
CMMFeedbackGlobalPPVolumeAutoBlend | This feedback will let you pilot a Global PostProcessing Volume AutoBlend component. A GPPVAB component is placed on a PostProcessing Volume, and will let you control and blend its weight over time on demand. |
CMMFeedbackGlobalPPVolumeAutoBlend_URP | This feedback will let you pilot a Global PostProcessing Volume AutoBlend URP component. A GPPVAB component is placed on a PostProcessing Volume, and will let you control and blend its weight over time on demand. |
CMMFeedbackHaptics | Add this feedback to be able to trigger haptic feedbacks via the NiceVibration library. It'll let you create transient or continuous vibrations, play presets or advanced patterns via AHAP files, and stop any vibration at any time This feedback has been deprecated, and is just here to avoid errors in case you were to update from an old version. Use the new haptic feedbacks instead. |
CMMFeedbackLensDistortion | This feedback allows you to control lens distortion intensity over time. It requires you have in your scene an object with a PostProcessVolume with Lens Distortion active, and a MMLensDistortionShaker component. |
CMMFeedbackLensDistortion_HDRP | This feedback allows you to control HDRP lens distortion intensity over time. It requires you have in your scene an object with a Volume with Lens Distortion active, and a MMLensDistortionShaker_HDRP component. |
CMMFeedbackLensDistortion_URP | This feedback allows you to control URP lens distortion intensity over time. It requires you have in your scene an object with a Volume with Lens Distortion active, and a MMLensDistortionShaker_URP component. |
CMMFeedbackMotionBlur_HDRP | This feedback allows you to control HDRP motion blur intensity over time. It requires you have in your scene an object with a Volume with MotionBlur active, and a MMMotionBlurShaker_HDRP component. |
CMMFeedbackMotionBlur_URP | This feedback allows you to control URP motion blur intensity over time. It requires you have in your scene an object with a Volume with MotionBlur active, and a MMMotionBlurShaker_URP component. |
CMMFeedbackNVClip | Add this feedback to play a .haptic clip, optionally randomizing its level and frequency |
CMMFeedbackNVContinuous | Add this feedback to play a continuous haptic of the specified amplitude and frequency over a certain duration. This feedback will also let you randomize these, and modulate them over time. |
CMMFeedbackNVControl | Add this feedback to interact with haptics at a global level, stopping them all, enabling or disabling them, adjusting their global level or initializing/release the haptic engine |
CMMFeedbackNVEmphasis | Use this feedback to play an Emphasis haptics, short haptic bursts whose amplitude and frequency can be controlled in real time, also called Transients in CoreHaptics/iOS |
CMMFeedbackNVPreset | Use this feedback to play a preset haptic, limited but super simple predifined haptic patterns |
CMMFeedbackNVSettings | A class used to store and manage common Nice Vibrations feedback settings |
CMMFeedbackPaniniProjection_HDRP | This feedback allows you to control Panini Projection distance and crop to fit over time. It requires you have in your scene an object with a Volume with Bloom active, and a MMPaniniProjectionShaker_HDRP component. |
CMMFeedbackPaniniProjection_URP | This feedback allows you to control Panini Projection distance and crop to fit over time. It requires you have in your scene an object with a Volume with Bloom active, and a MMPaniniProjectionShaker_URP component. |
CMMFeedbackVignette | This feedback allows you to control vignette intensity over time. It requires you have in your scene an object with a PostProcessVolume with Vignette active, and a MMVignetteShaker component. |
CMMFeedbackVignette_HDRP | This feedback allows you to control HDRP vignette intensity over time. It requires you have in your scene an object with a Volume with Vignette active, and a MMVignetteShaker_HDRP component. |
CMMFeedbackVignette_URP | This feedback allows you to control URP vignette intensity over time. It requires you have in your scene an object with a Volume with Vignette active, and a MMVignetteShaker_URP component. |
CMMFeedbackWhiteBalance_HDRP | This feedback allows you to control white balance temperature and tint over time. It requires you have in your scene an object with a Volume with White Balance active, and a MMWhiteBalanceShaker_HDRP component. |
CMMFeedbackWhiteBalance_URP | This feedback allows you to control white balance temperature and tint over time. It requires you have in your scene an object with a Volume with White Balance active, and a MMWhiteBalanceShaker_URP component. |
CMMFilmGrainShakeEvent_HDRP | An event used to trigger FilmGrain shakes |
CMMFilmGrainShakeEvent_URP | An event used to trigger FilmGrain shakes |
CMMFilmGrainShaker_HDRP | Add this class to a Camera with a HDRP FilmGrain post processing and it'll be able to "shake" its values by getting events |
CMMFilmGrainShaker_URP | Add this class to a Camera with a URP FilmGrain post processing and it'll be able to "shake" its values by getting events |
CMMGlobalPostProcessingVolumeAutoBlend | Use this class to have a global PP volume auto blend its weight on cue, between a start and end values |
CMMGlobalPostProcessingVolumeAutoBlend_URP | Use this class to have a global PP volume auto blend its weight on cue, between a start and end values |
CMMLensDistortionShakeEvent | An event used to trigger vignette shakes |
CMMLensDistortionShakeEvent_HDRP | An event used to trigger vignette shakes |
CMMLensDistortionShakeEvent_URP | An event used to trigger vignette shakes |
CMMLensDistortionShaker | Add this class to a Camera with a lens distortion post processing and it'll be able to "shake" its values by getting events |
CMMLensDistortionShaker_HDRP | Add this class to a Camera with a HDRP lens distortion post processing and it'll be able to "shake" its values by getting events |
CMMLensDistortionShaker_URP | Add this class to a Camera with a URP lens distortion post processing and it'll be able to "shake" its values by getting events |
CMMMotionBlurShakeEvent_HDRP | An event used to trigger vignette shakes |
CMMMotionBlurShakeEvent_URP | An event used to trigger vignette shakes |
CMMMotionBlurShaker_HDRP | Add this class to a Camera with a HDRP vignette post processing and it'll be able to "shake" its values by getting events |
CMMMotionBlurShaker_URP | Add this class to a Camera with a URP vignette post processing and it'll be able to "shake" its values by getting events |
CMMPaniniProjectionShakeEvent_HDRP | An event used to trigger vignette shakes |
CMMPaniniProjectionShakeEvent_URP | An event used to trigger vignette shakes |
CMMPaniniProjectionShaker_HDRP | Add this class to a Camera with a HDRP vignette post processing and it'll be able to "shake" its values by getting events |
CMMPaniniProjectionShaker_URP | Add this class to a Camera with a URP vignette post processing and it'll be able to "shake" its values by getting events |
CMMVignetteShakeEvent | An event used to trigger vignette shakes |
CMMVignetteShakeEvent_HDRP | An event used to trigger vignette shakes |
CMMVignetteShakeEvent_URP | An event used to trigger vignette shakes |
CMMVignetteShaker | Add this class to a Camera with a vignette post processing and it'll be able to "shake" its values by getting events |
CMMVignetteShaker_HDRP | Add this class to a Camera with a HDRP vignette post processing and it'll be able to "shake" its values by getting events |
CMMVignetteShaker_URP | Add this class to a Camera with a URP vignette post processing and it'll be able to "shake" its values by getting events |
CMMWhiteBalanceShakeEvent_HDRP | An event used to trigger vignette shakes |
CMMWhiteBalanceShakeEvent_URP | An event used to trigger vignette shakes |
CMMWhiteBalanceShaker_HDRP | Add this class to a Camera with a white balance post processing and it'll be able to "shake" its values by getting events |
CMMWhiteBalanceShaker_URP | Add this class to a Camera with a white balance post processing and it'll be able to "shake" its values by getting events |
►NInfiniteRunnerEngine | |
CAchievementRules | This class describes how the Infinite Runner Engine demo achievements are triggered. It extends the base class MMAchievementRules |
CAlbatrossController | The character controller for the main character in the Flight of the Albatross demo scene |
CAlbatrossNPC | This class handles the behaviour of the Albatross non player characters in the Flight of the Albatross demo scene |
CAlbatrossScenario | The scenario script for the Flight of the Albatross demo scene |
CBackgroundMusic | Add this class to a GameObject to have it play a background music when instanciated. Careful : only one background music will be played at a time. |
CButtonNavigation | This class allows keyboard navigation (up and down arrows by default) through a set of buttons |
CCameraBehavior | Add this class to your main camera to have it zoom in or out, follow the player, etc... |
CCameraBehaviorEditor | A custom editor for the Camera Behavior component |
CCaveRacer | Controller for the CaveRacer playable character |
CCaveRacerSquaddie | |
CCharacterSelector | Add this component to a button (for example) to be able to store a selected character, and optionally to go to another scene You can see an example of its use in the RetroAdventureCharacterSelection demo scene |
CCharacterSelectorManager | Add this class to your scene and it'll store your selected character, for use in the upcoming scene |
CCoin | Add this class to an object and it'll add points when collected. Note that you'll need a trigger boxcollider on it |
CDistanceSpawner | Spawns and positions/resizes objects based on the distance traveled |
CDragon | Extends playable character to implement the specific gameplay of the Dragon level |
CExampleScenario | |
CFlappy | Extends playable character to mimic a gameplay as found in games like Flappy Bird. |
CFlappyCloudPenguin | This class handles the penguin "enemies" in the Flappy Cloud demo level. It's pretty specific. |
CFreeLeftToRightMovement | Add this class to a character and it'll allow it to move from left to right (or down/up, or back/forward) on the axis of your choice. |
CGameManager | The game manager is a persistent singleton that handles points and time |
CGameManagerEditor | Game manager editor |
CGUIManager | Handles all GUI effects and changes |
CHillRider | |
CInputManager | This persistent singleton handles the inputs and sends commands to the player |
CInstructions | |
CIRESfxEvent | |
CJumper | |
CKillsPlayerOnTouch | Add this class to a trigger boxCollider and it'll kill all playable characters that collide with it. |
CLaneRunner | This is an example of how you can extend playable character, in this case to have a character that can switch lanes by moving left or right |
CLeftRightMove | Extends playable character to implement the specific gameplay of the Dragon level |
CLevelManager | Spawns the player, and |
CLevelManagerEditor | This class adds names for each LevelMapPathElement next to it on the scene view, for easier setup |
CLevelSelector | Add this component to a button so it can be used to go to a level, or restart the current one |
CLinkedSpawner | Spawns and positions/resizes objects based on the distance traveled |
CMap | This class handles the level selection map. It's pretty specific, you'll probably want to code your own to fit your own level selection needs. |
CMapButton | Used for the buttons on the level selection map. As for the map script, pretty specific, you may want to implement your own classes for your level selection. |
CMovingObject | Add this class to an object and it'll move according to the level's speed. |
COutOfBoundsRecycle | Adds this component to an object and it'll be automatically recycled for further use when it reaches a certain distance after the level bounds |
CParallax | Add this class to an object so it'll move in parallax based on the level's speed. Note that this method duplicates the object |
CParallaxOffset | Add this class to an object and it'll move in parallax based on the level's speed. This method moves the texture, not the object. It doesn't work for non-2D objects. |
CPersistentBackgroundMusic | Add this class to a GameObject to have it play a background music when instanciated. Careful : only one background music will be played at a time. |
CPickableObject | Extend this class to make your own pickable objects. Look at Coin.cs for an example. Note that you need a boxcollider or boxcollider2D for this component to work. |
CPlayableCharacter | You should extend this class for all your playable characters The asset includes a bunch of examples of how you can do that : Jumper, Flappy, Dragon, etc... |
CReactivateOnSpawn | |
CRepositionOnStart2D | This class repositions a 2D object when enabled if it's at the same x as a platform |
CRocket | A rocket controller (the longer you press, the higher you go). |
CScenarioEvent | This class describes an item in the scenario. |
CScenarioManager | Scenario manager This class is meant to be extended, and its Scenario() method overridden to describe your own level's scenario. |
CShadow | Add this class to a 2D agent (player, enemy, item) and it'll "cast" a shadow on a collider |
CSkyTheoryGUIManager | Handles all GUI effects and changes |
CSkyTheoryLevelManager | Spawns the player, and |
CSoundManager | This persistent singleton handles sound playing |
CSoundSettings | |
CSpawner | |
CSpeedBonus | Add this class to an object and it'll modify the level speed when picked Note that you'll need a trigger boxcollider on it |
CSplashScreen | Simple start screen class. |
CStartingPosition | |
CStartScreen | This class handles the start screen. All it does is check for the player pressing the main action button, and if pressed, it loads the specified level |
CStickToHill | |
CSwipeZone | |
CTimedSpawner | This spawns an object at random intervals within the specified bounds. |
CTouchZone | Add this component to a GUI button to have it act as a proxy for a certain action on touch devices. Detects press down, press up, and continuous press. These are really basic mobile/touch controls. I believe that for infinite runners they're sufficient. |
CVerticalCharacter | |
CVerticalScenario | The scenario script for the Flight of the Albatross demo scene |
CWatershark | This class handles the behavior of the watershark enemies that appear in the dragon level |
CWaterSpeed | This class handles the acceleration of the water's shader speed in the Albatross demo scene |
►NMMInterface | |
CMMCarousel | A class to handle a carousel of UI elements, placed in an HorizontalLayoutGroup. All elements of the carousel need to have the same width. |
CMMCheckbox | A class to handle checkboxes |
CMMPopup | A component to handle popups, their opening and closing |
CMMRadioButton | A class to handle radio buttons. To group them, just use the same RadioButtonGroupName string for all radio buttons in the group |
CMMScrollviewButton | |
CMMSpriteReplace | A class to add to an Image or SpriteRenderer to have it act like a button with a different sprite for on and off states |
CMMSpriteReplaceCycle | A class to add to a button so that its sprite cycles through X sprites when pressed |
CMMSwitch | A component to handle switches |
►NTools | |
CAIAction | Actions are behaviours and describe what your character is doing. Examples include patrolling, shooting, jumping, etc. |
CAIActionPropertyInspector | |
CAIActionsList | |
CAIBrain | the AI brain is responsible from going from one state to the other based on the defined transitions. It's basically just a collection of states, and it's where you'll link all the actions, decisions, states and transitions together. |
CAIBrainEditor | |
CAIDecision | Decisions are components that will be evaluated by transitions, every frame, and will return true or false. Examples include time spent in a state, distance to a target, or object detection within an area. |
CAIState | A State is a combination of one or more actions, and one or more transitions. An example of a state could be "_patrolling until an enemy gets in range_". |
CAITransition | Transitions are a combination of one or more decisions and destination states whether or not these transitions are true or false. An example of a transition could be "_if an enemy gets in range, transition to the Shooting state_". |
CAITransitionPropertyInspector | |
CAITransitionsList | |
CAxisEvent | |
CBeat | |
CFloatController | A class used to control a float in any other class, over time To use it, simply drag a monobehaviour in its target field, pick a control mode (ping pong or random), and tweak the settings |
CFloatControllerEditor | Custom editor for the FloatController, conditional hiding and dropdown fill |
CFogSettings | A simple class used to store fog properties |
CHealthBarEditor | Custom editor for health bars (mostly a switch for prefab based / drawn bars |
CIMMSaveLoadManagerMethod | An interface to implement save and load using different methods (binary, json, etc) |
CJoystickEvent | |
CLightController | A class used to control the intensity of a light |
CMMAchievement | |
CMMAchievementChangedEvent | |
CMMAchievementDisplayer | A class used to display the achievements on screen. The AchievementDisplayItems will be parented to it, so it's better if it has a LayoutGroup (Vertical or Horizontal) too. |
CMMAchievementDisplayItem | This class is used to display an achievement. Add it to a prefab containing all the required elements listed below. |
CMMAchievementList | A scriptable object containing a list of achievements. You need to create one and store it in a Resources folder for this to work. |
CMMAchievementListInspector | Custom inspector for the MMAchievementList scriptable object. |
CMMAchievementRules | That class is meant to be extended to implement the achievement rules specific to your game. |
CMMAchievementUnlockedEvent | An event type used to broadcast the fact that an achievement has been unlocked |
CMMActivationOnStart | Use this class to enable or disable other gameobjects automatically on Start or Awake |
CMMAdditiveSceneLoadingManager | A class to load scenes using a loading screen instead of just the default API This is a new version of the classic LoadingSceneManager (now renamed to MMSceneLoadingManager for consistency) |
CMMAdditiveSceneLoadingManagerSettings | A simple class used to store additive loading settings |
CMMAim | |
CMMAnimationCurveGenerator | This class will let you create and save a .curves asset in the specified path This asset will include curves (anti or not) from the MMTween library, to use anywhere animation curves are required |
CMMAnimationModifier | Add this script to an animation in Mecanim and you'll be able to control its start position and speed |
CMMAnimationParameter | A helper class that will hash a animation parameter and update it on demand |
►CMMAnimatorMirror | This class will let you mirror the behaviour of an Animator's parameters on a Source Animator onto the ones of a Target Animator. Target will mirror Source. Only the parameters existing on both Target and Source will be considered, you'll need to have the same on both before entering runtime. |
CMMAnimatorMirrorBind | Struct used to store bindings |
CMMApplicationPlatformActivation | Add this class to a gameobject, and it'll enable/disable it based on platform context, using Application.platform to detect the platform |
CMMApplicationQuit | A super simple mono you can add to an object to call its Quit method, which will force the application to quit. |
CMMArray | Array helpers |
CMMAspectRatioSafeZones | A class to handle the automatic display of safe zones for the different ratios setup in the inspector |
CMMAspectRatioSafeZonesEditor | Custom editor for the MMScreenSafeZones component |
CMMAudioAnalyzer | This component lets you pick an audio source (either global : the whole scene's audio, a unique source, or the microphone), and will cut it into chunks that you can then use to emit beat events, that other objects can consume and act upon. The sample interval is the frequency at which sound will be analyzed, the amount of spectrum samples will determine the accuracy of the sampling, the window defines the method used to reduce leakage, and the number of bands will determine in how many bands you want to cut the sound. The more bands, the more levers you'll have to play with afterwards. In general, for all of these settings, higher values mean better quality and lower performance. The buffer speed determines how fast buffered band levels readjust. |
CMMAudioEvents | |
CMMAudioListener | A simple component that will ensure (if put on ALL audio listeners in your game) that you never see a "There are two audio listeners in the scene" warning again. |
CMMAutoDestroyParticleSystem | Add this class to a ParticleSystem so it auto destroys once it has stopped emitting. Make sure your ParticleSystem isn't looping, otherwise this script will be useless |
CMMAutoExecution | This simple class lets you trigger Unity events automatically, on Awake, Enable, Disable, Start, or on instantiate For that last one, you'll want to send a "OnInstantiate" message when instantiating this object |
CMMAutoExecutionItem | A data class to store auto execution info to be used in MMAutoExecution |
CMMAutoOrderInLayer | Add this component to an object to have it pick a new order in layer on start, useful to have unique sorting layer numbers |
CMMAutoRotate | Add this class to a GameObject to make it rotate on itself |
CMMAutoRotateEditor | Custom editor for the MMAutoRotate component |
CMMBackgroundColorAttribute | |
CMMBackgroundColorAttributeDrawer | |
CMMBeatEvent | An event you can listen to that will get automatically triggered for every remapped beat |
CMMBezierLineRenderer | Add this class to a line renderer and it'll add control points that let you turn your line into a bezier curve |
CMMBillboard | Add this class to an object (usually a sprite) and it'll face the camera at all times |
CMMBoundsExtensions | Bounds helpers |
CMMCameraAspectRatio | Forces an aspect ratio on a camera |
CMMCameraFog | Add this class to a camera (or any object) and it will override fog settings when active |
CMMChangeFogColor | Adds this class to a UnityStandardAssets.ImageEffects.GlobalFog to change its color Why this is not native, I don't know. |
CMMCinemachineZone | An abstract class that lets you define a zone that, when entered, enables a virtual camera, and takes care of all the boilerplate setup |
CMMCinemachineZone2D | 2D Implementation of the CinemachineZone abstract class |
CMMCinemachineZone3D | 3D Implementation of the CinemachineZone abstract class |
CMMCleanEmptyFolders | A maintenance class that removes all empty directories from a project via a menu item |
CMMCleanupMissingScripts | This class lets you clean all missing scripts on a selection of gameobjects |
CMMColorAttribute | |
CMMColorAttributeDrawer | |
CMMConditionalActivation | Add this component to a gameobject, and it'll let you enable target monos after all other targets have been disabled |
CMMConditionAttribute | |
CMMConditionAttributeDrawer | |
►CMMConeOfVision | This class will create a cone of vision defined by an angle and a distance around a point. It will look for targets within that field, and draw a mesh to show the cone of vision initially inspired by this great tutorial by Sebastian Lague : https://www.youtube.com/watch?v=rQG9aUWarwE - check out his tutorials, they're amazing! |
CMeshEdgePosition | |
CRaycastData | A struct to store raycast data |
►CMMConeOfVision2D | |
CMeshEdgePosition | |
CRaycastData | |
CMMConeOfVision2DInspector | |
CMMConeOfVisionInspector | |
CMMConsole | This class displays an on-screen console for easier debugging DO NOT ADD THIS CLASS AS A COMPONENT. Instead, use the MMDebug.DebugOnScreen methods that will take care of everything |
CMMControlsTestInputManager | This persistent singleton handles the inputs and sends commands to the player in the MMControls demo, its sole purpose is to output debug logs of the various interactions with the demo's inputs |
CMMCooldown | A class to handle cooldown related properties and their resource consumption over time Remember to initialize it (once) and update it every frame from another class |
►CMMCountdown | |
CMMCountdownFloor | A class to store floor information |
CMMCursorVisible | Add this class to an object and it'll make sure that the cursor is either visible or invisible |
CMMDButtonPressedEvent | An event fired when a button gets pressed in a MMDebugMenu |
CMMDCheckboxFalseEvent | |
CMMDCheckboxPressedEvent | |
CMMDCheckboxTrueEvent | |
CMMDebugController | Add this class to an empty object in your scene and it'll act as a point of control to enable or disable logs and debug draws |
CMMDebugEditor | An editor class used to display menu items |
CMMDebugLogCommandArgumentCountAttribute | An attribute to add to static methods to they can be called via the MMDebugMenu's command line |
CMMDebugLogCommandAttribute | An attribute to add to static methods to they can be called via the MMDebugMenu's command line |
CMMDebugMenu | A debug menu helper, meant to help create quick mobile friendly debug menus |
CMMDebugMenuButtonEvent | An event used to broadcast button events from a MMDebugMenu |
CMMDebugMenuButtonEventListener | A class used to listen to button events from a MMDebugMenu |
CMMDebugMenuCheckboxEvent | An event used to broadcast checkbox events from a MMDebugMenu |
CMMDebugMenuCheckboxEventListener | A class used to listen to events from a MMDebugMenu's checkbox |
CMMDebugMenuChoiceEntry | A class used to store choices contents |
CMMDebugMenuCommands | Command lines to be run from the MMDebugMenu To add new ones, add the [MMDebugLogCommand] attribute to any static method |
CMMDebugMenuData | A data class used to store the contents of a debug menu |
CMMDebugMenuDebugTab | A class used to handle the display of a debug log tab in a MMDebugMenu |
CMMDebugMenuItem | A class used to store a menu item |
CMMDebugMenuItemButton | A class used to bind a button to a MMDebugMenu |
CMMDebugMenuItemCheckbox | A class used to bind a checkbox to a MMDebugMenu |
CMMDebugMenuItemChoices | A class used to bind a Choice menu item to a MMDebugMenu |
CMMDebugMenuItemList | A class used to store and display a reorderable list of menu items |
CMMDebugMenuItemSlider | A class used to bind a slider to a MMDebugMenu |
CMMDebugMenuItemText | A class used to bind a text item to a MMDebugMenu |
CMMDebugMenuItemTitle | A class used to bind a title item to a MMDebugMenu |
CMMDebugMenuItemValue | A class used to bind a value item to a MMDebugMenu |
CMMDebugMenuRadioButton | A class to handle radio buttons. To group them, just use the same RadioButtonGroupName string for all radio buttons in the group |
CMMDebugMenuSliderEvent | An event used to broadcast slider events from a MMDebugMenu |
CMMDebugMenuSliderEventListener | A class used to listen to slider events from a MMDebugMenu |
CMMDebugMenuSpriteReplace | A class to add to an image to have it act like a button with a different sprite for on and off states |
CMMDebugMenuSwitch | A component to handle switches |
CMMDebugMenuTab | A class used to handle the display of a tab in a MMDebugMenu |
CMMDebugMenuTabContents | A class used to describe tab contents |
CMMDebugMenuTabData | |
CMMDebugMenuTabManager | A class used to keep track of tabs and their contents in a MMDebugMenu |
CMMDebugMenuTestClass | A simple test class used in the MMDebugMenu demo scene to shake a few values and output them in the debug on screen console |
CMMDebugOnScreenConsole | |
CMMDebugTouchDisplay | Add this class to a canvas and it'll automatically reposition TouchPrefabs at the position of touches You can set a higher TouchProvision if your game gets more than the default number (6) simultaneous touches Disable/enable this mono for it to stop/work |
CMMDelayParticles | MM delay particles. |
CMMDontDestroyOnLoad | Add this component to an object and it'll persist across scenes |
CMMDropdownAttribute | |
CMMDropdownAttributeDrawer | |
CMMDSliderValueChangedEvent | |
CMMEnumConditionAttribute | An attribute to conditionnally hide fields based on the current selection in an enum. Usage : [MMEnumCondition("rotationMode", (int)RotationMode.LookAtTarget, (int)RotationMode.RotateToAngles)] |
CMMEnumConditionAttributeDrawer | |
CMMEventListener | A public interface you'll need to implement for each type of event you want to listen to. |
CMMEventListenerBase | Event listener basic interface |
CMMExecutionOrderAttribute | Add this attribute to a class and its Execution Order will be changed to the value specified in parameters Usage : [ExecutionOrder(66)] |
CMMFaceDirection | Use this script to have a Transform automatically face a certain direction, whether its own movement direction, or a specific target Transform |
CMMFadeEvent | Events used to trigger faders on or off |
CMMFadeInEvent | |
CMMFadeOutEvent | |
CMMFader | The Fader class can be put on an Image, and it'll intercept MMFadeEvents and turn itself on or off accordingly. |
CMMFaderDirectional | The Fader class can be put on an Image, and it'll intercept MMFadeEvents and turn itself on or off accordingly. This specific fader will move from left to right, right to left, top to bottom or bottom to top |
CMMFaderRound | The Fader class can be put on an Image, and it'll intercept MMFadeEvents and turn itself on or off accordingly. |
CMMFadeStopEvent | An event used to stop fades |
CMMFloatingText | A class used to handle the movement and behaviour of floating texts, usually used to display damage text. This is designed to be spawned by a MMFloatingTextSpawner, not used on its own. It also requires a specific hierarchy. You'll find examples of it in the MMTools/Tools/MMFloatingText/Prefabs folder |
CMMFloatingTextMeshPro | A floating text variant using TextMeshPro instead of regular TextMesh |
CMMFloatingTextSpawner | This class will let you pool, recycle and spawn floating texts, usually to show damage info. It requires as input a MMFloatingText object. |
CMMFloatingTextSpawnEvent | An event used (usually by feedbacks) to trigger the spawn of a new floating text |
CMMFollowTarget | Add this component to an object and it'll get moved towards the target at update, with or without interpolation based on your settings |
CMMFPSCounter | Add this class to a gameObject with a Text component and it'll feed it the number of FPS in real time. |
CMMFPSUnlock | Add this component to any object and it'll set the target frame rate and vsync count. Note that vsync count must be 0 for the target FPS to work. |
CMMGameEvent | MMGameEvents are used throughout the game for general game events (game started, game ended, life lost, etc.) |
CMMGetFocusOnEnable | Add this bar to an object and link it to a bar (possibly the same object the script is on), and you'll be able to resize the bar object based on a current value, located between a min and max value. See the HealthBar.cs script for a use case |
CMMGhostCamera | Add this class to a camera and you'll be able to pilot it using the horizontal/vertical axis, and up/down controls set via its inspector. It's got an activation button, a run button, and an option to slow down time (this will require a MMTimeManager present in the scene) |
CMMGridGenerator | |
CMMGridGeneratorFull | Generates a grid of the specified size, either entirely full or empty |
CMMGridGeneratorPath | Generates a grid with a path in the specified direction |
CMMGridGeneratorPerlinNoise | Generates a grid of the specified size based on a seeded perlin noise, the smaller the seed, the blockier the grid |
CMMGridGeneratorPerlinNoiseGround | Generates a grid with a ground floor |
CMMGridGeneratorRandom | Generates a simple grid filled with random points |
CMMGridGeneratorRandomWalk | Generates a grid with a path carved by a drunkard walk algorithm See http://pcg.wikidot.com/pcg-algorithm:drunkard-walk |
CMMGridGeneratorRandomWalkAvoider | Generates a grid with a path carved by a drunkard walk algorithm that will avoid another grid's walls |
CMMGridGeneratorRandomWalkGround | Uses random walk to generate a ground with controlled elevation |
CMMGroupSelection | A class used to add a menu item and a shortcut to group objects together under a parent game object |
CMMGyroCam | A class used to store gyro properties per camera |
CMMGyroParallax | Add this class to a camera rig (an empty object), bind some Cinemachine virtual cameras to it, and they'll move around the specified object as your gyro powered device moves |
CMMGyroscope | |
CMMHealthBar | Add this component to an object and it will show a healthbar above it You can either use a prefab for it, or have the component draw one at the start |
CMMHiddenAttribute | |
CMMHiddenAttributeDrawer | |
CMMHiddenPropertiesAttribute | |
CMMImage | Image helpers |
CMMInformationAttribute | |
►CMMInput | Input helpers |
CIMButton | IM button, short for InputManager button, a class used to handle button states, whether mobile or actual keys |
CMMInputExecution | A simple class used to bind target keys to specific events to trigger when the key is pressed or released |
CMMInputExecutionBinding | A class used to store MMInputExecution bindings, associating a target keycode to UnityEvents |
CMMInspectorButtonAttribute | |
CMMInspectorGroupAttribute | An attribute used to group inspector fields under common dropdowns Implementation inspired by Rodrigo Prinheiro's work, available at https://github.com/RodrigoPrinheiro/unityFoldoutAttribute |
CMMInspectorGroupData | |
CMMIStateMachine | Public interface for the state machine. |
CMMLayer | |
CMMLayerPropertyDrawer | |
CMMLayers | |
CMMLineRendererCircle | |
CMMLineRendererDriver | This component, added to a line renderer, will let you fill a list of transforms, and bind their positions to the linerenderer's positions. |
CMMLoadScene | Add this component on an object, specify a scene name in its inspector, and call LoadScene() to load the desired scene. |
CMMLockInspector | A simple class that lets you lock the current inspector by pressing ctrl (or cmd) + L Pressing the same shortcut again unlocks the |
CMMLoot | A class defining the contents of a MMLootTable |
CMMLootFloat | a MMLoot implementation for floats |
CMMLootGameObject | a MMLoot implementation for gameobjects |
CMMLootString | a MMLoot implementation for strings |
CMMLootTable | A loot table helper that can be used to randomly pick objects out of a weighted list This design pattern was described in more details by Daniel Cook in 2014 in his blog : https://lostgarden.home.blog/2014/12/08/loot-drop-tables/ |
CMMLootTableFloat | A MMLootTable implementation for floats |
CMMLootTableGameObject | A MMLootTable implementation for GameObjects |
CMMLootTableGameObjectSO | A scriptable object containing a MMLootTable definition for game objects |
CMMLootTableString | A MMLootTable implementation for strings |
CMMMeshToPolygonCollider2D | A class that lets you create polygon collider 2D out of mesh filters |
CMMMonoBehaviour | |
CMMMonoBehaviourDrawer | A generic drawer for all MMMonoBehaviour, handles both the Group and RequiresConstantRepaint attributes |
CMMMultipleObjectPooler | This class allows you to have a pool of various objects to pool from. |
CMMMultipleObjectPoolerObject | Multiple object pooler object. |
CMMObjectBounds | |
CMMObjectPool | |
CMMObjectPooler | A base class, meant to be extended depending on the use (simple, multiple object pooler), and used as an interface by the spawners. Still handles common stuff like singleton and initialization on start(). DO NOT add this class to a prefab, nothing would happen. Instead, add SimpleObjectPooler or MultipleObjectPooler. |
CMMObservable | This struct lets you declare observable properties. For example, let's say you have a class called Character, and you declare its speed like so : |
CMMObservableDemoObserver | A test class used to demonstrate the MMObservable in the MMObservableTest demo scene |
CMMObservableDemoObserverAutoSleep | A test class used to demonstrate the MMObservable pattern in the MMObservableDemo scene This one disables itself on Awake, and passively listens for changes, even when disabled |
CMMObservableDemoSubject | A test class used to demonstrate how MMObservable works in the MMObservableTest demo scene |
CMMOffsetAnimation | Use this class to offset an animation by a random range |
CMMOnMouse | Attach this class to a collider and it'll let you trigger events when the user clicks/drags/enters/etc that collider |
CMMOpenURL | A class used to open a URL specified in its inspector |
CMMOrbitalCamera | A class used to make a camera orbit around a target |
CMMPanningTexture | Use this class on a sprite or mesh to have its texture pan according to the specified speed You can also force a sorting layer name |
►CMMParallaxUI | Use this class to bind a number of UI layers to the movements of a mouse cursor, or a mobile device gyroscope, or even have it be piloted by another script By setting different speed/amplitude values for each of your UI layers, you'll be able to create a nice parallax effect |
CParallaxLayer | A class used to store layer settings |
CMMParentingOnStart | This component lets you parent the transform you put it on to any target parent (or to the root if none is set), on Awake, Start or anytime you call its Parent() method |
CMMPath | Add this component to an object and you'll be able to define a path, that can then be used by another component |
CMMPathMovement | Add this component to an object and it'll be able to move along a path defined from its inspector. |
CMMPathMovementElement | This class describes a node on an MMPath |
CMMPeriodicExecution | This class will let you trigger a OnRandomInterval event periodically, at random intervals |
CMMPersistentHumbleSingleton | Persistent humble singleton, basically a classic singleton but will destroy any other older components of the same type it finds on awake |
CMMPersistentSingleton | Persistent singleton. |
CMMPlatformActivation | Add this class to a gameobject, and it'll enable/disable it based on platform context, using conditional defintions to do so |
CMMPlaylist | Use this class to play audiosources (usually background music but feel free to use that for anything) in sequence, with optional crossfade between songs |
CMMPlaylistEditor | A custom editor that displays the current state of a playlist when the game is running |
CMMPlaylistPauseEvent | |
CMMPlaylistPlayEvent | This class stores all the info related to items in a playlist |
CMMPlaylistPlayIndexEvent | |
CMMPlaylistPlayNextEvent | |
CMMPlaylistPlayPreviousEvent | |
CMMPlaylistRemote | A class used to pilot a MMPlaylist |
CMMPlaylistSong | |
CMMPlaylistStopEvent | |
CMMPlotter | |
CMMPlotterAxis | |
CMMPlotterEditor | A custom editor displaying a foldable list of MMFeedbacks, a dropdown to add more, as well as test buttons to test your feedbacks at runtime |
CMMPlotterGenerator | |
CMMPoolableObject | Add this class to an object that you expect to pool from an objectPooler. Note that these objects can't be destroyed by calling Destroy(), they'll just be set inactive (that's the whole point). |
CMMPositionRecorder | Add this class on a Transform, and it'll record its position periodically The Positions array can then be read from anywhere to know where that object was in the past |
CMMPostProcessingMovingFilter | |
CMMPostProcessingMovingFilterEvent | An event used to move filters on and off a camera |
CMMPreventPassingThrough | Prevents fast moving objects from going through colliders by casting a ray backwards after each movement |
CMMPreventPassingThrough2D | Prevents fast moving objects from going through colliders by casting a ray backwards after each movement |
CMMPreventPassingThrough3D | Prevents fast moving objects from going through colliders by casting a ray backwards after each movement |
CMMProgressBar | Add this bar to an object and link it to a bar (possibly the same object the script is on), and you'll be able to resize the bar object based on a current value, located between a min and max value. See the HealthBar.cs script for a use case |
CMMProgressBarDemoAuto | |
CMMProperty | |
CMMPropertyEmitter | A class used to pick a property, and remap its value for emission/broadcast |
CMMPropertyEmitterDrawer | |
CMMPropertyLink | A class, meant to be extended, used to control a MMProperty and get/set its value |
CMMPropertyLinkBool | Bool property setter |
CMMPropertyLinkColor | Color property setter |
CMMPropertyLinkFloat | Float property setter |
CMMPropertyLinkInt | Int property setter |
CMMPropertyLinkQuaternion | Quaternion property setter |
CMMPropertyLinkString | String property setter |
CMMPropertyLinkVector2 | Vector2 property setter |
CMMPropertyLinkVector3 | Vector3 property setter |
CMMPropertyLinkVector4 | |
CMMPropertyPicker | A class used to pick a property on a target object / component / scriptable object |
CMMPropertyPickerDrawer | |
CMMPropertyReceiver | A class used to pick a property and modify its value |
CMMPropertyReceiverDrawer | |
CMMPSBToUIConverter | |
CMMRadialProgressBar | Add this class to a radial image and it'll allow you to control its fill amount This is a legacy class, and it's recommended to use MMProgressBar instead, it'll provide the same functionality (make sure you pick FillAmount as the FillMode) and much more options, such as delayed bars, events, bump, and more! |
CMMRadioBroadcaster | A class used to broadcast a level to MMRadioReceiver(s), either directly or via events It can read from pretty much any value on any class |
CMMRadioLevelEvent | A struct event used to broadcast the level to channels |
CMMRadioReceiver | A class used to receive level values from a MMRadioBroadcaster, and apply it to (almost) any value on any object |
CMMRadioSignal | A class used to define a signal, meant to be broadcasted by a MMRadioBroadcaster It'll output a Level value to broadcast, using one time, persistent or driven modes Meant to be extended |
CMMRadioSignalAudioAnalyzer | A class used to expose a beat level from a target MMAudioAnalyzer, to be broadcasted by a MMAudioBroadcaster |
CMMRadioSignalEditor | |
CMMRadioSignalGenerator | A class used to generate signals, normalized values between 0 and 1 You can then use these values from a MMRadioBroadcaster, or simply evaluate its value to use wherever you want, like a supercharged animation curve. In that case, simply disable the component, and read from it using its Evaluate method |
CMMRadioSignalGeneratorEditor | |
CMMRadioSignalGeneratorItem | A class used to store generator items and their properties |
CMMRadioSignalGeneratorItemList | A reorderable list type used to store generator items |
CMMRadioSignalOnValueChange | |
CMMRagdoller | Use this class to pilot a ragdoll on a character that is usually driven by an animator and have it fall elegantly If you have parts of your ragdoll that you don't want to be affected by this script (a weapon for example), just add a MMRagdollerIgnore component to them |
CMMRagdollerIgnore | Add this class to objects you'd like to be unaffected by the MMRagdoller (like weapons for example) |
CMMRandomBoundsInstantiator | This class lets you randomly spawn objects within its bounds (defined by a 3D collider) |
CMMRandomInstantiator | Add this class to an empty object, bind a few prefabs into its RandomPool slots, and it'll instantiate one of them at its position/rotation on Start or Awake You can also call its InstantiateRandomObject method at any time, and it'll instantiate another random object on demand, potentially destroying the previous one if you decide so |
CMMRaycastTarget | Add this class to a UI object to have it act as a raycast target without needing an Image component |
CMMReadOnlyAttribute | |
CMMReadOnlyAttributeDrawer | |
CMMReadOnlyWhenPlayingAttribute | |
CMMRendererLayerEditor | |
CMMRendererSortingLayer | |
CMMReorderableArray | |
CMMReorderableAttributeAttribute | |
CMMReorderableList | |
CMMRequiresConstantRepaintAttribute | |
CMMRigidbodyCenterOfMass | Add this class to a Rigidbody or Rigidbody2D to be able to edit its center of mass from the inspector directly |
CMMRigidbodyInterface | This class acts as an interface to allow the demo levels to work whether the environment (colliders, rigidbodies) are set as 2D or 3D. If you already know for sure that you're going for a 2D or 3D game, I suggest you replace the use of this class with the appropriate classes. |
CMMRuntimeParticleControl | Add this class to a particle system at runtime, and it'll expose controls to play/pause/stop it from the inspector Because Unity's built-in controls somehow lack pause when in play mode |
CMMSaveLoadManagerEncrypter | This class implements methods to encrypt and decrypt streams |
CMMSaveLoadManagerMethodBinary | This save load method saves and loads files as binary files |
CMMSaveLoadManagerMethodBinaryEncrypted | This save load method saves and loads files as encrypted binary files |
CMMSaveLoadManagerMethodJson | |
CMMSaveLoadManagerMethodJsonEncrypted | |
CMMSaveLoadTester | A simple class used in the MMSaveLoadTestScene to test the MMSaveLoadManager class |
CMMSaveLoadTestObject | A test object to store data to test the MMSaveLoadManager class |
CMMScene | Scene management helpers |
CMMSceneLoadingAntiSpill | This helper class, meant to be used by the MMAdditiveSceneLoadingManager, creates a temporary scene to store objects that might get instantiated, and empties it in the destination scene once loading is complete |
CMMSceneLoadingImageProgress | A very simple class, meant to be used within a MMSceneLoading screen, to update the fill amount of an Image based on loading progress |
►CMMSceneLoadingManager | A class to load scenes using a loading screen instead of just the default API This class used to be known as LoadingSceneManager, and has now been renamed to MMSceneLoadingManager for consistency |
CLoadingSceneEvent | |
CMMSceneLoadingTextProgress | A very simple class, meant to be used within a MMSceneLoading screen, to update a Text based on loading progress |
CMMSceneName | This component, when added on a Text component, will display the name of the level |
CMMSceneRestarter | This component lets you restart a scene by pressing a key |
CMMSceneViewIcon | Add this class to a gameobject and it'll display its name on the scene view, selected or not. |
CMMScreenshot | Add this class to an empty game object in your scene and it'll let you take screenshots (meant to be used in Editor) |
CMMScreenshotEditor | |
CMMSelectionBase | Add this component to an object and it'll always get selection in scene view, even if you select one of its children |
CMMSfxEvent | A struct used to trigger sounds |
CMMShufflebag | A class to use to get more controlled randomness, taking values out of the bag randomly, and never getting them again |
CMMSignal | This class lets you output the value corresponding to one of the basic signal types it contains. Useful to draw basic signal curves. |
CMMSimpleObjectPooler | A simple object pool outputting a single type of objects |
CMMSingleton | Singleton pattern. |
CMMSliderStep | Add this class to a UI slider and it'll let you trigger events when the cursor moves past a certain step |
CMMSoundManager | A simple yet powerful sound manager, that will let you play sounds with an event based approach and performance in mind |
CMMSoundManagerAllSoundsControlEvent | This event will let you pause/play/stop/free all sounds playing through the MMSoundManager at once |
CMMSoundManagerAudioPool | This class manages an object pool of audiosources |
CMMSoundManagerEvent | This event will let you trigger a save/load/reset on the MMSoundManager settings |
CMMSoundManagerPlayOptions | A class used to store options for MMSoundManager play |
CMMSoundManagerSettings | This class stores MMSoundManager settings and lets you tweak them from the MMSoundManagerSettingsSO's inspector |
CMMSoundManagerSettingsSO | A class to save sound settings (music on or off, sfx on or off) |
CMMSoundManagerSound | A simple struct used to store information about the sounds played by the MMSoundManager |
CMMSoundManagerSoundControlEvent | An event used to control a specific sound on the MMSoundManager. You can either search for it by ID, or directly pass an audiosource if you have it |
CMMSoundManagerSoundFadeEvent | This event will let you pause |
CMMSoundManagerSoundPlayEvent | This event will let you play a sound on the MMSoundManager |
CMMSoundManagerTrackEvent | This feedback will let you mute, unmute, play, pause, stop, free or set the volume of a selected track |
CMMSoundManagerTrackFadeEvent | This event will let you order the MMSoundManager to fade an entire track's sounds' volume towards the specified FinalVolume |
CMMSpawnAroundProperties | This class is used to describe spawn properties, to be used by the MMSpawnAround class. It's meant to be exposed and used by classes that are designed to spawn objects, typically loot systems |
CMMSpawnAroundTester | A tester class used to show how the MMSpawnAround class can be used |
CMMSpeedTestItem | A struct to store data associated to speed tests |
CMMSquashAndStretch | This component will automatically update scale and rotation Put it one level below the top, and have the model one level below that Hierarchy should be as follows : |
CMMStateChangeEvent | |
CMMStateMachine | StateMachine manager, designed with simplicity in mind (as simple as a state machine can be anyway). To use it, you need an enum. For example : public enum CharacterConditions { Normal, ControlledMovement, Frozen, Paused, Dead } Declare it like so : public StateMachine<CharacterConditions> ConditionStateMachine; Initialize it like that : ConditionStateMachine = new StateMachine<CharacterConditions>(); Then from anywhere, all you need to do is update its state when needed, like that for example : ConditionStateMachine.ChangeState(CharacterConditions.Dead); The state machine will store for you its current and previous state, accessible at all times, and will also optionnally trigger events on enter/exit of these states. |
CMMStayInPlace | This class forces a transform to stay at a fixed position, rotation and/or scale. |
CMMStopMotionAnimation | |
CMMSwipeEvent | An event usually triggered when a swipe happens. It contains the swipe "base" direction, and detailed information if needed (angle, length, origin and destination |
CMMSwipeZone | Add a swipe manager to your scene, and it'll trigger MMSwipeEvents everytime a swipe happens. From its inspector you can determine the minimal length of a swipe. Shorter swipes will be ignored |
CMMTilemap | A collection of helper methods for interacting with Tilemaps |
CMMTilemapBoolean | |
CMMTilemapCleaner | A super simple component you can add to a tilemap to get a button to clean it from all tiles |
CMMTilemapGenerator | This class will fill a tilemap with the data generated by the combination of its layers |
CMMTilemapGeneratorEditor | Custom editor for the MMTilemapGenerator, handles generate button and reorderable layers |
►CMMTilemapGeneratorLayer | A class used to store and edit the data of MMTilemapGenerator layers, which you can use and combine to generate unique and random grids |
CMMTilemapGeneratorLayerSafeSpot | A struct used to store safe spots dimensions |
CMMTilemapGeneratorLayerList | A class used to display a reoderable list of MMTilemapGeneratorLayers |
CMMTilemapGridRenderer | |
CMMTilemapShadow | A class to put on a tilemap so it acts as a shadow/copy of another reference tilemap. Useful for wall shadows for example. Offsetting the tilemap and changing its sorting order etc is done via the regular components |
CMMTime | Time helpers |
CMMTimedActivation | Add this component to an object and it'll be auto destroyed X seconds after its Start() |
CMMTimedDestruction | Add this component to an object and it'll be auto destroyed X seconds after its Start() |
CMMToggleActive | This very simple class simply exposes a method to toggle the GameObject it's on (or a target one if left empty in the inspector) active or inactive |
CMMTouchAxis | Add this component to a GUI Image to have it act as an axis. Bind pressed down, pressed continually and released actions to it from the inspector Handles mouse and multi touch |
CMMTouchButton | Add this component to a GUI Image to have it act as a button. Bind pressed down, pressed continually and released actions to it from the inspector Handles mouse and multi touch |
CMMTouchControls | |
CMMTouchDynamicJoystick | Add this component to a UI rectangle and it'll act as a detection zone for a joystick. Note that this component extends the MMTouchJoystick class so you don't need to add another joystick to it. It's both the detection zone and the stick itself. |
CMMTouchJoystick | Joystick input class. In charge of the behaviour of the joystick mobile touch input. Bind its actions from the inspector Handles mouse and multi touch |
CMMTouchRepositionableJoystick | Add this component to a UI rectangle and it'll act as a detection zone for a joystick. Note that this component extends the MMTouchJoystick class so you don't need to add another joystick to it. It's both the detection zone and the stick itself. |
CMMTrailRendererLayerEditor | |
CMMTrailRendererSortingLayer | |
CMMTransformRandomizer | Add this component to an object to randomize its position/rotation/scale on demand or automatically |
CMMTransformRandomizerEditor | Custom editor for the MMTransformRandomizer class |
CMMTriggerAndCollision | |
CMMTriggerAndCollisionEditor | |
CMMTween | The formulas described here are (loosely) based on Robert Penner's easing equations http://robertpenner.com/easing/ I recommend reading this blog post if you're interested in the subject : http://blog.moagrius.com/actionscript/jsas-understanding-easing/ |
CMMTweenDefinitions | |
CMMTweenType | |
CMMTweenTypeDrawer | |
CMMTwoSidedUI | This class lets you define an axis on which to flip a "two sided" UI element (made of two separate and usually aligned objects, effectively turning each side on/off everytime the container's scale goes above/below a certain threshold |
CMMUIFollowMouse | |
CMMVectorAttribute | |
CMMVectorLabelsAttributeDrawer | |
CMMViewportEdgeTeleporter | Add this class to an object and it will automatically teleport to the other end of the screen when reaching the screen's edges |
CMMVisibleParticle | Adds this class to particles to force their sorting layer |
CMonoAttribute | |
CMultipleObjectPoolerTester | |
CObjectBoundsEditor | |
CPlatformBindings | A class used to store bindings |
CProgressEvent | |
CRagdollBodyPart | A class used to store ragdoll body parts informations |
CRatio | A class to store ratio display info |
CReorderableDrawer | |
CSceneViewIconEditor | This class adds names for each LevelMapPathElement next to it on the scene view, for easier setup |
CSelectionBase | Add this component to an object and it'll always get selection in scene view, even if you select one of its children |
CSerializedMMAchievement | A serializable class used to store an achievement into a save file |
CSerializedMMAchievementManager | Serializable MM achievement manager. |
CShaderController | A class used to control a float in any other class, over time To use it, simply drag a monobehaviour in its target field, pick a control mode (ping pong or random), and tweak the settings |
CShaderControllerEditor | Custom editor for the ShaderController, conditional hiding |
CSwipeEvent | |
CTransformController | A simple class used to control properties on a transform |
CLinkedSpawnedObject | |
CLinkedSpawnedObjectEditor |