Lean Common is a lightweight collection of scripts and media used by all Lean assets.
Here's a list of all my other assets, please check them out!
You can also view this list on my Asset Store page.
Rapidly develop your game with consistent input across desktop & mobile using Lean Touch. This lightweight asset comes with many modular components, allowing you to customize them to your exact project needs!
Lean Touch+ is an extension to the popular Lean Touch asset, adding many more example scenes.
Lean Localization is a localization library that's designed to be as simple to use as possible for both designers, and programmers.
Quickly optimize the performance of your games using Lean Pool. Within minutes you can use this lightweight asset to preload, recycle, and limit the spawning of your prefabs.
Quickly polish your games using Lean Transition. This asset allows you to easily tween or animate almost anything in your game, making it transition smoothly.
Lean GUI is a colllection of components that extend Unity's GUI system, allowing you to rapidly enhance the user experience (UX) of your game's UI.
Lean GUI Shapes allows you to quickly add lines, rounded boxes, polygons, and much more to your GUI!
Lean Texture allows you quickly modify textures in your project with a range of filters, pack them together into channels, and much more!
Lean Texture+ is an extension to Lean Texture, adding many new types of texture modification tools!
Unlock a universe of visual possibilities with Modular Backgrounds. Simply drag and drop these graphics into the background of your scenes.
Paint all your objects using Paint in 3D - both in game, and in editor. All features are optimized with GPU accelerated texture painting, so you can enjoy consistent performance, even if you paint your objects one million times!
Paint all your sprites with Paint in 2D. With incredible performance on mobile, WebGL, and much more!
Paint in Editor unlocks the ability to paint objects in your scene - great for making small tweaks, or even creating entirely new texture sets!
FLOW allows you to add large scale interactive fluids to your scene - all highly optimized using GPU acceleration.
Unlock the full potential of your 2D games using Destructible 2D, this asset allows you to quickly convert all your boring solid sprites into fully destructible ones!
Quickly make the space scene of your dreams using Space Graphics Toolkit. This huge collection of space effects can be customized and combined in any way you like, allowing you to quickly make realistic or fantasy worlds. Each feature has been heavily optimized to run on almost any device and platform.
Enhance your space scenes using this large pack of high detail volumetric planets. These planets are finished using the powerful planet features from Space Graphics Toolkit (not required).
Unity sounds only emanate from a single point source. This is great for explosions and footsteps, but quite often you need something more advanced. Volumetric Audio is an easy to use package that allows you to define boxes, spheres, capsules, paths, or meshes that sounds can emanate from.
Changed folder structure to be inside Plugins/CW/LeanCommon.
Updated inspector code to support third party assets that implement nested inspectors.
This class contains some useful methods used by this asset.
This method gives you the actual object behind a SerializedProperty given to you by a property drawer.
This component allows you to destroy a GameObject.
This allows you to control when the Target GameObject will be destroyed.
OnFirstFrame = As soon as Update runs (this component must be enabled).
AfterDelay = After the specified amount of Seconds has elapsed.
AfterDelayUnscaled = The same as AfterDelay, but using unscaledDeltaTime.
Manually = You must manually call the DestroyNow method.
The GameObject that will be destroyed.
None/null = This GameObject.
The amount of seconds remaining until the GameObject is destroyed.
You can manually call this method to destroy the specified GameObject immediately.
This component allows you to convert values like ints and floats into formatted text that can be shown in the UI. To use this component, simply call one of the SetString methods, and it will output the formatted string to the OnString event, which can be connected to UI text, etc.
The final text will use this string formatting, where {0} is the first value, {1} is the second, etc. Formatting uses standard string.Format style.
Based on the Send setting, this event will be invoked.
String = The .
This method will convert the input arguments into a formatted string, and output it to the OnString event.
This method will convert the input arguments into a formatted string, and output it to the OnString event.
This method will convert the input arguments into a formatted string, and output it to the OnString event.
This method will convert the input arguments into a formatted string, and output it to the OnString event.
This method will convert the input arguments into a formatted string, and output it to the OnString event.
This method will convert the input arguments into a formatted string, and output it to the OnString event.
This method will convert the input arguments into a formatted string, and output it to the OnString event.
This method will convert the input arguments into a formatted string, and output it to the OnString event.
This method will convert the input arguments into a formatted string, and output it to the OnString event.
This method will convert the input arguments into a formatted string, and output it to the OnString event.
This method will convert the input arguments into a formatted string, and output it to the OnString event.
This method will convert the input arguments into a formatted string, and output it to the OnString event.
This method will convert the input arguments into a formatted string, and output it to the OnString event.
This method will convert the input arguments into a formatted string, and output it to the OnString event.
This component stores a list of points that form a path.
The points along the path.
Do these points loop back to the start?
The coordinate system for the points.
The amount of lines between each path point when read from LeanScreenDepth.
This allows you to draw a visual of the path using a LineRenderer.
This component stores information about a 3D plane. By default this plane lays on the XY axis, or faces the Z axis.
Should the plane be clamped on the x axis?
Should the plane be clamped on the y axis?
The distance between each position snap on the x axis.
The distance between each position snap on the x axis.
This component rotates the current GameObject based on the current Angle value.
The current angle in degrees.
Should the Angle value be clamped?
The minimum Angle value.
The maximum Angle value.
If you want this component to change smoothly over time, then this allows you to control how quick the changes reach their target value.
-1 = Instantly change.
1 = Slowly change.
10 = Quickly change.
The Angle value will be incremented by the specified angle in degrees.
The Angle value will be decremented by the specified angle in degrees.
This method will update the Angle value based on the specified vector.
This method will immediately snap the current angle to its target value.
This is the base class for all object selectors.
If you attempt to select a point that has no objects underneath, should all currently selected objects be deselected?
If you have selected the maximum number of objects, what should happen?
Unlimited = Always allow selection.
StopAtMax = Allow selection up to the MaxSelectables count, then do nothing.
DeselectFirst = Always allow selection, but deselect the first object when the MaxSelectables count is reached.
The maximum number of selectables that can be selected at the same time.
0 = Unlimited.
If you select an already selected selectable, what should happen?
This stores all objects selected by this component.
This is invoked when an object is selected.
This is invoked when an object is deselected.
This is invoked when you try to select, but nothing is found.
This will select the specified object and add it to this component's Selectables list, if it isn't already there.
This remove the specified object from this component's Selectables list if present, and deselect it.
This will deselect all objects that were selected by this component.
This will deselect objects in chronological order until the selected object count reaches the specified amount.
This component allows you make the current GameObject selectable.
This is invoked every time this object is selected.
LeanSelect = The component that caused the selection (null = self selection).
This is invoked every time this object is deselected.
LeanSelect = The component that caused the deselection (null = self deselection).
This will tell you how many LeanSelect components in the scene currently have this object selected.
This will tell you if this object is self selected, or selected by any LeanSelect components in the scene.
This deselects all objects in the scene.
This is the base class for all components that need to implement some kind of special logic when selected. You can do this manually without this class, but this makes it much easier.
This tells you which LeanSelectable is currently associated with this component.
This method allows you to manually register the LeanSelectable this component is associated with. This is useful if you're manually spawning and attaching children from code.
This method allows you to manually register the LeanSelectable this component is associated with.
This method allows you to manually register the LeanSelectable this component is associated with. This is useful if you're changing the associated LeanSelectable.
This component allows you to change the color of the Graphic (e.g. Image) attached to the current GameObject when selected.
The default color given to the SpriteRenderer.
The color given to the SpriteRenderer when selected.
This component allows you to change the color of the Renderer (e.g. MeshRenderer) attached to the current GameObject when selected.
The default color given to the SpriteRenderer.
The color given to the SpriteRenderer when selected.
This component allows you to change the color of the SpriteRenderer attached to the current GameObject when selected.
The default color given to the SpriteRenderer.
The color given to the SpriteRenderer when selected.
This component allows you to spawn a prefab at the specified world point.
The prefab that this component can spawn.
If you call Spawn(), where should the position come from?
If you call Spawn(), where should the rotation come from?
This will spawn Prefab at the current Transform.position.
This will spawn Prefab at the specified position in world space.