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Testimonials

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"I've bought a ton of assets and this was one of my best experiences on store!"

"I was able to swap entire player characters and cameras on a single button press w/o any code! Very powerful tool in the hands of non programmers!"

--- Louis Sineni ​



"I am a C# coder and this is saving me tons of time, simplifying my workflow. I don't want to write scripts for every damn thing, this makes that happen."

"My wife knows nothing about programming nor wants to learn but has an idea for a game. I showed her this and she is already making a silly scene by herself!"

--- Chevy Monster ​





Covering the Basics (Videos)



















(Click here for more videos)







Store Description

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Requires Unity 5.2.0 or higher.



With Genesis Code, you have the power to CREATE or DESTROY any game object you desire, just from a single Unity script!

Just insert the Genesis Code script to the object or prefab of your preference, and adjust the settings to cater to your liking! Pretty soon, your game will have its very own cycle of self-modulation, automatically destroying and creating game objects whenever you see fit!



Featured Conditions:

Start: Performs an action once when this script is first enabled.

Always: Performs an action for every frame after this script is first enabled.

On Trigger Enter: After this script is first enabled, an action will be performed for every frame so long as this object’s trigger touches the collision object's collider.

On Collision Enter: After this script is first enabled, an action will be performed for every frame so long as this object’s collider touches the collision object’s collider.

On Controller Collider Hit: After this script is first enabled, an action will be performed for every frame so long as this object’s controller collider touches the collision object’s collider.

On Mouse Press: Performs an action once after your mouse button is pressed on top of this object’s collider. ​



Featured Actions:

Create - Either creates new prefab instances or instantiates clones of a pre-existing object.

Change - Changes one game object into another game object.

Destroy - Destroys a game object. Useful for reducing lag in your game.

Teleport - Teleports a game object to another position or to a random position within a given area. ​



Other Features:

Data Translation - You can easily assess what the script will do after you've filled in the blanks, because this script is able to summarize the inputs and data into comprehensible English statements at the bottom.

Script Notes - Because these add-ons hold a lot of data, you can create custom titles or notes for your scripts that can help you identify them even after minimizing the content.

Intuitive Interface - You don't have to worry about filling in multiple text fields; the interface adjusts itself for your needs using graphical Unity elements.

Warning Tips - Help boxes are available to serve as warnings or tips to prevent further complications with the game objects.

Multi-Object Editing - You can edit fields of multiple objects simultaneously, just like in the default Unity interface. ​



Important Note: The seller reserves the right to change the price of this asset at any point in the future and I will not refund the difference once the price is reduced. On a positive note, all future updates made to this script will be free of cost for all purchasers of this asset! Don't worry, I've got your glitches covered!

Release Notes ​



VERSION 1.7 (1/13/2016)

Because of the massive amount of changes that have been made to the Genesis Code interface, I decided to compile a summary of the most important modifications.



One of the biggest changes involved adding a couple of actions and conditions that focused on more interactive game mechanics like input buttons, forces, and swapping places. In addition, I have also replaced some of the checkboxes with buttons that change color in order to save a couple lines of space in the Genesis Code UI; the remaining checkboxes give you the option to either maintain the rotation of the action objects or adopt the rotation of the origin objects.



Arguably the biggest change that has been made thus far, however, is the ability to display a list of variables on the game screen. This will help you out tremendously if you're aiming to implement a realtime scoreboard for your game's UI, but it can also be useful for storing an invisible set of values that only you will be able to see by unchecking the Text component. The variable system is pretty limited so far, but I'm definitely planning on adding more to it as I make additional updates to Genesis Code. ​



VERSION 1.3 (11/14/2015)

Component Compression - The minimize/maximize button and the script note title have been compressed together to reduce the amount of space they take up while the script is minimized.

On Key Press Condition - A new condition has been added to Genesis Code that allows users to program in-game actions through keyboard inputs. It comes with a list of computer key names that users can enter at the Input Key text field (no quotation marks please)!

Origin Buttons - Users now have access to buttons which can reset the script's positional values back to (0, 0, 0). The Almost Origin button is ideal for spawning rigidbody objects that will burst out in random directions from an origin position.

Rotational Shifts - When a game object changes from one form to another, users will have the option via checkbox to let the affected object either adopt the new rotation or keep its old one. ​



VERSION 1.24

- Fixed a glitch that prevented objects from teleporting to different positions every wait time interval.

- On continuous actions, probabilities will succeed as intended because now, the success rate is handled on every interval rather than the first interval.

- Fixed a critical error regarding namespaces that prevented users from building their scenes as an executable file. ​



VERSION 1.22

- Integrated the GenesisCodeEditor script into the GenesisCode script so that there's only one script.

- Removed the spacing inbetween the Origin Object property and the Position property. ​



VERSION 1.2 (10/14/2015)

- Fixed a glitch that causes collision object fields to become null when the wait time is greater than 0.

- For all conditions other than the start condition, the timer will automatically reset to 0 after it reaches the wait time and the timer will only continue if the conditions are still being met.

- The serialized property list for the editor script has been condensed. ​