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/******************************************************************************* | |
* Don't Be a Jerk: The Open Source Software License. | |
* Adapted from: https://github.com/evantahler/Dont-be-a-Jerk | |
******************************************************************************* | |
* _I_ am the software author - JohannesMP on Github. | |
* _You_ are the user of this software. You might be a _we_, and that's OK! | |
* | |
* This is free, open source software. I will never charge you to use, | |
* license, or obtain this software. Doing so would make me a jerk. | |
* |
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using UnityEngine; | |
[RequireComponent( typeof(Camera) )] | |
public class FlyCamera : MonoBehaviour { | |
public float acceleration = 50; // how fast you accelerate | |
public float accSprintMultiplier = 4; // how much faster you go when "sprinting" | |
public float lookSensitivity = 1; // mouse look sensitivity | |
public float dampingCoefficient = 5; // how quickly you break to a halt after you stop your input | |
public bool focusOnEnable = true; // whether or not to focus and lock cursor immediately on enable |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class LabelDrawer : MonoBehaviour | |
{ | |
struct Label3D | |
{ | |
public readonly string text; | |
public readonly Vector3 position; |
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/// FloatPlotter, plots values on screen | |
/// by Nothke | |
/// | |
/// How to use: | |
/// | |
/// 1. Add this script to your main camera | |
/// 2. Create a FloatPlot object like: | |
/// FloatPlot plot = new FloatPlot(minimumValue, maximumValue, RectOnScreen); | |
/// 2b. Optional: you can set plot.color and plot.backgroundColor | |
/// 3. Push values to it, for example every Update or FixedUpdate |
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using UnityEngine; | |
public class Flicker : MonoBehaviour | |
{ | |
public string LightStyle = "mmamammmmammamamaaamammma"; | |
private Light light; | |
public float loopTime = 2f; | |
[SerializeField] | |
private int currentIndex = 0; |
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using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEditor; | |
using UnityEditorInternal; | |
using System.IO; | |
public class Tex2DArrayCreator : EditorWindow { | |
private string fileName; | |
private List<Texture2D> textures = new List<Texture2D>(); |
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using UnityEngine; | |
using UnityEditor; | |
using System; | |
using System.Collections; | |
[CustomPreview(typeof(YourCustomScriptableObject))] // THIS IS VERY IMPORTANT, this is so the editor knows what this is supposed to be previewing at all | |
public class SkinnedMeshObjectPreviewExample : ObjectPreview { | |
PreviewRenderUtility m_PreviewUtility; |
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using UnityEngine; | |
using System.Collections.Generic; | |
using UnityEngine.Rendering; | |
namespace PicoGames.Prototype | |
{ | |
[System.Serializable] | |
public class InstancePrefab | |
{ | |
public GameObject prefab; |
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Shader "Custom/Texture2DArraySurfaceShader" | |
{ | |
Properties | |
{ | |
_Textures("Textures", 2DArray) = "" {} | |
} | |
SubShader | |
{ | |
Tags { "RenderType"="Opaque" } |
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public class TwistBoneBehaviour : MonoBehaviour | |
{ | |
public Transform sourceFrom; // BTW: Arm | |
public Transform sourceTo; // BTW: Elbow | |
public bool isDebugResetInterlock; | |
[System.Serializable] | |
public struct Target | |
{ |