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Unity Extensions

Here we have extension methods for Unity objects (GameObject, Vector3, etc.). These add useful functionality that I often end up reimplementing in every game I make.

Installing

Add the package to your project via UPM using the Git URL https://github.com/mminer/unity-extensions.git. You can also clone the repository and point UPM to your local copy.

Using

The classes are in the UnityExtensions namespace, so you must first import them.

using UnityExtensions;

Now call the extensions on the appropriate object type.

void Awake ()
{
    var someComponent = gameObject.GetOrAddComponent<MyComponent>();
}

Included Extensions

Component

someComponent.AddComponent<MyComponent>();

someComponent.GetOrAddComponent<MyComponent>();

someComponent.HasComponent<MyComponent>();

GameObject

gameObject.GetOrAddComponent<MyComponent>();

gameObject.HasComponent<MyComponent>();

gameObject.IsInCullingMask(Camera.main.cullingMask);

LayerMask

// Set camera culling mask to only "Ignore Raycast" and "UI".
LayerMask cullingMask = 0;
Camera.main.cullingMask = cullingMask.WithLayers("Ignore Raycast", "UI");

// Set camera culling mask to everything except "Ignore Raycast" and "UI".
LayerMask cullingMask = ~0;
Camera.main.cullingMask = cullingMask.WithoutLayers("Ignore Raycast", "UI");

Rigidbody

// Change direction of movement without modifying speed.
rigidbody.ChangeDirection(Vector3.right);

Transform

// Make game objects children of this transform.
transform.AddChildren(gameObject1, gameObject2);

transform.Reset();

// Set children of this transform to position (0, 0, 0).
transform.ResetChildPositions();

transform.SetLocalPosition(y: 4f);
transform.SetPosition(z: 5f);

transform.SetChildLayers("Ignore Raycast");

Vector2

var newVector = someVector2.WithX(0.5f);
var newVector = someVector2.WithY(0.5f);

Vector2Int

var newVector = someVector2Int.WithX(1);
var newVector = someVector2Int.WithY(1);

Vector3

var newVector = someVector3.WithX(0.5f);
var newVector = someVector3.WithY(0.5f);
var newVector = someVector3.WithZ(0.5f);

// Find closest position.
var otherPositions = someTransforms.Select(t => t.position);
transform.position.GetClosest(otherPositions);

Vector3Int

var newVector = someVector3Int.WithX(1);
var newVector = someVector3Int.WithY(1);
var newVector = someVector3Int.WithZ(1);

Vector4

var newVector = someVector4.WithX(0.5f);
var newVector = someVector4.WithY(0.5f);
var newVector = someVector4.WithZ(0.5f);
var newVector = someVector4.WithW(0.5f);