Utility Scripts by Stralor - 1


For use in Unity Applications

Unknown VersionThe UnlicenseUpdated 3 years agoCreated on January 19th, 2017
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Pat Scott’s Utility Scripts

A small collection of C# scripts for use in Unity games and apps that you might find useful. A bunch are dependent on each other (esp on ColorPalette), so pay attention to that.


Basically a bunch of shit I find super useful to reduce reinventing the wheel. Mostly generics that I really should just put in a library.

CoroutineUtil has a couple of nice shorthand coroutines.

DoAfter() is great for basically everything. It’s a shorthand Coroutine-based Invoke-alike (no reflection) that can call any action(s) after a number of seconds (realtime or sim) or after a given condition.

As with anything Coroutines, it’s best used in cases of “fire and forget”. Be wary of anything that needs tracking or calls back into the game.

Example: Coroutine myCoroutine = StartCoroutine(CoroutineUtil.DoAfter(() => Foo(), () => myBoolCondition); will execute Foo() after myBoolCondition is true, and saves this call as myCoroutine for easy reference later.

Around 5.4 or so, WaitForRealSeconds() became no longer necessary, as Unity now has WaitForSecondsRealtime(). It’s still in the class for 4.x and 5.early projects.

Utility currently contains just GetRandomEnum<T>(). Straightforward: get a random value from a given enum type. I didn’t write this one.

ExtendedScriptableObjectDrawer is a sweeeet little editor script for easier ScriptableObject management in Inspector, made and given to the public domain by the fine folks at Inkle. I’ve included it here because I love it so much.


Contains just CenterGroup which adjusts all the rigidbodies childed to the GameObject it’s on so they’re averaged around zero (UpdateGroupPosition(), which also returns a Vector2 so you can match other objects’ children to it MoveChildrenRigidbodies). I use it to keep player-built objects around a unified center point in my camera. For use in 2D.


These are maybe useful, but not quite Convenience level.

ColorPalette provides a reference to your game’s colors that’s easily accessible to scripts. (h/t to @wabbaone for the in-inspector customization) Also importantly, it has a couple static convenience methods:

ColorToHex() takes in a Color and spits out the hex string equivalent, in case you’re scripting text with different colors, for example. Or use…

ColorText() takes in a color and a string and inserts the markdown to change that string’s color. Break up the monotony of your game text!

ColorProfile is required for ColorPalette

ToggleSetting is used to make “on or off” PlayerPrefs (like, game settings) more accessible as buttons. Put it on a button, fill in the two fields in the inspector, and it does the rest.


Makes in-game mouse clicks pick objects up and put them down wherever they don’t block each other, basically. Lots more functionality and versatility here, though. This is all 2D stuff.

Connection informs another GameObject with a Placement on it (usually a sibling, while the parent actually moves) if this is a valid location. Combo with Collider2Ds to detect when you’re in valid triggers (like lining up pieces in a puzzle or something).

Placement is the key piece of the puzzle. Put it on GameObjects you want to be interactable with the mouse (ideally wherever the main sprite is). Changes the sprite colors based on validity of possible placements. Obviously, Collider2D and Rigidbody2d are necessary. Tons of options to play with on this.

Calls to ColorPalette’s colors. Change as you will.

PlacementManager receives events from individual Placements and then invokes all its various Actions and Funcs based on what the input was. Lets you combo all kinds of other calls in your code whenever objects get placed/ blocked/ picked up/ … Aaaand that’s about it, other than some audio calls you need to replace.

Note: this class makes calls to a script I haven’t yet included in this collection (AudioClipOrganizer). Please replace those lines with your own SFX calls.

SnapBase and its extensions are useful if you want objects to snap into place. Provided options are “grid” (world transform increments) or “nodes” (transforms).

Note: you’ll have to define a list of valid nodes and edit the code to reference it, if you include SnapToNodes in your assets.


Requires Unity 5.5+

This folder contains an adaptable tooltip script (+pool and prefab).

Please note: this has not been thoroughly tested since being adapted from my personal project. Let me know if you encounter any issues.


Put the GenericTooltip script on any GameObject you want to have a tooltip. Then fill in the details or write a script to automate the texts. Tooltip title is not required.

GenericTooltipPool just needs to be in the project. Set default delay and fade times directly in the class or from elsewhere in your project’s code.

I’ve provided a template Tooltip prefab, as I created it for my game Destination Ares. If you make your own from scratch, be sure that it has an image and a text object. The prefab must be in your Resources folder and called “Tooltip”. (I believe my prefab is missing a font. Be sure to set that 😉 )


AnimatorSupplements lets you refer to Animator parameters in Inspector-based scripting (e.g., Button’s OnClick() section). Put it on the GameObject with the Animator you want to influence.

OnSelectPointerClear alternates between keyboard/ gamepad and mouse UI hovers, so you don’t have the double highlight glitch. It’s a little attention to detail that will make the perfectionist in you weep for joy. Put it on all your UI Selectables that you want to have this behavior.

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Happy developing! 😃

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