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@Arakade
Arakade / AssertionComponentEditor.cs.patch
Created July 13, 2014 14:07
Remove type.IsSerializable test which blocks Comparer's Vector3 members showing in AssertionComponent Editor.
.../UnityTestTools/Assertions/Editor/AssertionComponentEditor.cs | 3 ---
1 file changed, 3 deletions(-)
diff --git a/ProjectName/Assets/UnityTestTools/Assertions/Editor/AssertionComponentEditor.cs b/ProjectName/Assets/UnityTestTools/Assertions/Editor/AssertionComponentEditor.cs
index c5d19a0..90411fd 100644
--- a/ProjectName/Assets/UnityTestTools/Assertions/Editor/AssertionComponentEditor.cs
+++ b/ProjectName/Assets/UnityTestTools/Assertions/Editor/AssertionComponentEditor.cs
@@ -201,9 +201,6 @@ namespace UnityTest
{
foreach (var prop in script.Action.GetType ().GetFields (BindingFlags.Public | BindingFlags.Instance | BindingFlags.DeclaredOnly))
@Arakade
Arakade / build.gradle
Last active January 16, 2021 19:01 — forked from trashhalo/build.gradle
Updated 2014/07/05 for newer repositories syntax and missing Xalan dependency (needed on Windows)
import com.petebevin.markdown.MarkdownProcessor
import org.xhtmlrenderer.pdf.ITextRenderer
import org.ccil.cowan.tagsoup.Parser
import org.apache.xalan.xsltc.trax.SAX2DOM
import org.xml.sax.InputSource
buildscript{
repositories {
mavenCentral() // i.e. http://repo1.maven.org/maven2
maven { url "https://oss.sonatype.org/content/groups/scala-tools" }
@Arakade
Arakade / MasterAudio.cs.patch
Created January 24, 2014 23:24
Patch for Unity3D MasterAudio v3.3.6 producing all sound variations when PlaySound*AndForget() methods used (more makePlaySoundResult use needed). Diff looks much larger than it actually is due to added indentation needed.
diff --git "a/C:\\Users\\User\\AppData\\Local\\Temp\\TortoiseGit\\MasEC0A.tmp\\MasterAudio-b3070d8-left.cs" "b/C:\\Users\\User\\Dev\\Unity3D\\MusicExperiments\\Assets\\DarkTonic\\MasterAudio\\Scripts\\Singleton\\MasterAudio.cs"
index 4d6ccf1..c9b20e9 100644
--- "a/C:\\Users\\User\\AppData\\Local\\Temp\\TortoiseGit\\MasEC0A.tmp\\MasterAudio-b3070d8-left.cs"
+++ "b/C:\\Users\\User\\Dev\\Unity3D\\MusicExperiments\\Assets\\DarkTonic\\MasterAudio\\Scripts\\Singleton\\MasterAudio.cs"
@@ -1092,62 +1092,67 @@ public class MasterAudio : MonoBehaviour {
do {
playedState = PlaySoundIfAvailable(randomSource, sourcePosition, volumePercentage, pitch, _group, sourceTrans, attachToSource, delaySoundTime, useVector3, makePlaySoundResult);
-
- if (playedState != null && (playedState.SoundPlayed || playedState.SoundScheduled)) {
@Arakade
Arakade / UltimateGameTools-Fracturing-ResetWithTimeout.patch
Last active January 1, 2016 00:09
A patch for Ultimate Game Tools' "Fracturing" Unity3D plugin that adds ability to call FracturedObject.ResetChunks() while still using lifetime timers (DieTimer). UGT: http://www.ultimategametools.com/products/fracturing/ Proposed: http://forum.unity3d.com/threads/184170-Ultimate-Fracturing-amp-Destruction-editor-extension-for-Unity-3D?p=1460344…
diff -ru C:\Users\User\Dev\Unity3D\FracturingNoChanges\Assets\Ultimate Game Tools\Fracturing\Editor\FracturedObjectEditor.cs C:\Users\User\Dev\Unity3D\SnowFallFracturedExperiment\Assets\Ultimate Game Tools\Fracturing\Editor\FracturedObjectEditor.cs
--- C:\Users\User\Dev\Unity3D\FracturingNoChanges\Assets\Ultimate Game Tools\Fracturing\Editor\FracturedObjectEditor.cs Tue Dec 10 20:01:47 2013
+++ C:\Users\User\Dev\Unity3D\SnowFallFracturedExperiment\Assets\Ultimate Game Tools\Fracturing\Editor\FracturedObjectEditor.cs Sat Dec 21 18:24:45 2013
@@ -56,6 +56,7 @@
SerializedProperty PropEventDetachedMinLifeTime;
SerializedProperty PropEventDetachedMaxLifeTime;
SerializedProperty PropEventDetachedOffscreenLifeTime;
+ SerializedProperty PropEventDetachedDestroyRatherThanInactivate;
SerializedProperty PropEventDetachedMinMass;
SerializedProperty PropEventDetachedMinVelocity;