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* Tips from https://forum.unity3d.com/threads/c-script-template-how-to-make-custom-changes.273191/
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*/
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namespaceMyUnityTools.ScriptTemplates
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{
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/// <summary>
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/// This class listens to <see cref="UnityEditor.AssetModificationProcessor"/>'s <see cref="OnWillCreateAsset(string)"/> event that executes whenever a new asset is created
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/// This class listens to <see cref="AssetModificationProcessor"/>'s <see cref="OnWillCreateAsset(string)"/> event that executes whenever a new asset is created
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/// and replaces the keywords on scripts to what we defined on our <see cref="ScriptTemplatesEditor"/>
Here you can set your Author Name and Email to add to your script's signature header. You need to click save to store this data into
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Here you can set your Author Name and Email to add to your script's signature header. Also, you can choose to use the **local date format**: _9/13/2022 (en-US)_, for example, or the standard ISO format: _2022-09-13_. You need to click `Save` to store this data into
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the [Editor Prefs](https://docs.unity3d.com/ScriptReference/EditorPrefs.html). You also have the option to clear the saved data.
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Immediately below that, we have a list of all included Script Templates and you can select them to locate the file.
Copy file name to clipboardExpand all lines: package.json
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{
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"name": "com.myunitytools.script-template",
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"version": "2.1.0",
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"version": "2.2.0",
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"displayName": "Script Templates",
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"description": "This tool adds custom Script Templates to Unity that will serve as alternatives for the default \"C#Script\" that I personally always modify before writing my scripts.\nIn essence, it adds a signature header on every script with your name, email and creation date. \nAdditionally, it adds templates for others types of scripts rather than just Mono Behaviours.",
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