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@smkplus
smkplus / UnityShaderCheatSheet.md
Last active October 22, 2024 12:19
Controlling fixed function states from materials/scripts in Unity

16999105_467532653370479_4085466863356780898_n

Shader "MaterialPropertyDrawer"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
 
[HideInInspector] _MainTex2("Hide Texture", 2D) = "white" {}
@johnsoncodehk
johnsoncodehk / ClampAngle.cs
Last active April 26, 2025 20:57
Unity Clamp Angle
public static float ClampAngle(float angle, float min, float max) {
float start = (min + max) * 0.5f - 180;
float floor = Mathf.FloorToInt((angle - start) / 360) * 360;
return Mathf.Clamp(angle, min + floor, max + floor);
}
@NNNIC
NNNIC / DumpAnimationClip.cs
Last active March 9, 2023 07:27
Dump AnimationClip Sample
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
public class DumpAnimationClip {
[MenuItem("Assets/dump animation clip")]
static void Dump()
{
@ProGM
ProGM / ExampleBehavior.cs
Created October 19, 2016 10:39
A PropertyDrawer to show a popup field with a generic list of string for your Unity3d attribute
public class MyBehavior : MonoBehaviour {
// This will store the string value
[StringInList("Cat", "Dog")] public string Animal;
// This will store the index of the array value
[StringInList("John", "Jack", "Jim")] public int PersonID;
// Showing a list of loaded scenes
[StringInList(typeof(PropertyDrawersHelper), "AllSceneNames")] public string SceneName;
}
@wojteklu
wojteklu / clean_code.md
Last active May 15, 2025 14:30
Summary of 'Clean code' by Robert C. Martin

Code is clean if it can be understood easily – by everyone on the team. Clean code can be read and enhanced by a developer other than its original author. With understandability comes readability, changeability, extensibility and maintainability.


General rules

  1. Follow standard conventions.
  2. Keep it simple stupid. Simpler is always better. Reduce complexity as much as possible.
  3. Boy scout rule. Leave the campground cleaner than you found it.
  4. Always find root cause. Always look for the root cause of a problem.

Design rules

@MattRix
MattRix / UnityEditorIcons.txt
Last active April 26, 2025 11:15
A list of all the built-in EdtiorGUI icons in Unity. Use EditorGUIUtility.IconContent([icon name]) to access them.
ScriptableObject Icon
_Popup
_Help
Clipboard
SocialNetworks.UDNOpen
SocialNetworks.Tweet
SocialNetworks.FacebookShare
SocialNetworks.LinkedInShare
SocialNetworks.UDNLogo
animationvisibilitytoggleoff
@mstevenson
mstevenson / IEnumeratorExtension.cs
Created April 10, 2016 00:31
Execute a Unity Coroutine in one frame without yielding
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public static class IEnumeratorExtensions
{
/// <summary>
/// Execute an entire Unity Coroutine in one frame.
/// This is useful for testing coroutines with NUnit.
///
using UnityEngine;
public static class CameraExtensions {
public static void LayerCullingShow(this Camera cam, int layerMask) {
cam.cullingMask |= layerMask;
}
public static void LayerCullingShow(this Camera cam, string layer) {
LayerCullingShow(cam, 1 << LayerMask.NameToLayer(layer));
@mstevenson
mstevenson / ConfigurableJointExtensions.cs
Created October 24, 2014 07:14
Extension methods for working with Configurable Joints for Unity
using UnityEngine;
public static class ConfigurableJointExtensions
{
/// <summary>
/// Sets a joint's targetRotation to match a given local rotation.
/// The joint transform's local rotation must be cached on Start and passed into this method.
/// </summary>
public static void SetTargetRotationLocal (this ConfigurableJoint joint, Quaternion targetLocalRotation, Quaternion startLocalRotation)
{
// Restify Server CheatSheet.
// More about the API: http://mcavage.me/node-restify/#server-api
// Install restify with npm install restify
// 1.1. Creating a Server.
// http://mcavage.me/node-restify/#Creating-a-Server
var restify = require('restify');