DemiLib Class attribute Sets the script execution order index Sets the script execution order for this class Script execution order index Set when calling DeGUI.BeginGUI Stores a color palette, which can be passed to default DeGUI layouts when calling DeGUI.BeginGUI, and changed at any time by calling DeGUI.ChangePalette. You can inherit from this class to create custom color palettes with more hColor options. Converts a HEX color to a Unity Color and returns it The HEX color, either with or without the initial # (accepts both regular and short format) Global colors Background colors Editor background color Content colors Toggle button specific colors Various Input utils Returns a number key int if a number key was pressed in this frame, or -1 otherwise Extend this to replicate Unity's Scope system with any Unity version. Thanks to Dmitriy Yukhanov for pointing this out and creating an initial version. Expand this class to create scopes. Example: public class VBoxScope : DeScope { public VBoxScope(GUIStyle style) { BeginVBox(style); } protected override void CloseScope() { EndVBox(); } } Usage: using (new VBoxScope(myStyle) { // Do something } Contains both free and pro skins color variations, and automatically returns the correct one when converted to Color Used by DeHierarchy Returns a list of all items whose gameObject is NULL, or NULL if there's no missing gameObjects. If the item exists sets it, otherwise first creates it and then sets it If the item exists sets it, otherwise first creates it and then sets it If the item exists sets it, otherwise first creates it and then sets it Returns TRUE if the item existed and was removed. Returns TRUE if the item existed and was changed. Returns the customizedItem for the given gameObject, or NULL if none was found Returns the color corresponding to the given Must be univocal Node position in editor GUI Ids of all forward connected nodes. Length indicates how many forward connections are allowed. Min length represents available connections from node. A serializable struct including a min and a max int value Min value Max value Creates a new Range Returns a random value within this range (min/max included) A serializable struct including a min and a max float value Min value Max value Creates a new Range Returns a random value within this range (min/max included)