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Shader "Custom/Circular Circles" { | |
Properties { | |
_CircleCount ("Circle Count", Float ) = 8 | |
_CircleRadius ("Circle Radius", Range(0, 1)) = 0.18 | |
_CircleSharpness ("Circle Sharpness", Range(0, 0.999)) = 0.95 | |
_GroupRadius("Group Radius", Range(0, 1)) = 0.6 | |
} | |
SubShader { | |
Pass { | |
CGPROGRAM |
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using UnityEngine; | |
using System.Linq; | |
[RequireComponent(typeof(Rigidbody))] | |
public class RigidbodyMassCalculator : MonoBehaviour { | |
public float density = 1f; | |
public bool recalculateOnAwake = true; | |
Rigidbody rb; |
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///////////////////////////////////////////////////////////////////////////// | |
// int2 is similar to Vector2, but with integers instead of floats | |
// Useful for various grid related things. | |
// | |
// - Swizzle operators xx/xy/yx/yy | |
// - Extended arithmetic operators similar to shader data types | |
// A few examples: | |
// int2(8,4) / int2(2,4) -> int2(4,1) | |
// 16 / int2(2,4) -> int2(8,4) | |
// int2(2,3) * int2(4,5) -> int2(8,15) |
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using UnityEngine; | |
using System.Collections.Generic; | |
public static class GameObjectExtensions { | |
public static T[] GetComponentsInChildrenOfAsset<T>( this GameObject go ) where T : Component { | |
List<Transform> tfs = new List<Transform>(); | |
CollectChildren( tfs, go.transform ); | |
List<T> all = new List<T>(); | |
for (int i = 0; i < tfs.Count; i++) |
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using UnityEngine; | |
public enum TransformType { Point, Direction, Vector }; | |
public static class TransformExtensions { | |
public static Vector3 WorldToLocal( this Transform tf, Vector3 v3, TransformType type = TransformType.Point ) { | |
if( type == TransformType.Point ) | |
return tf.InverseTransformPoint( v3 ); | |
else if( type == TransformType.Direction ) |
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// Adds a menu item for easy creation of your ScriptableObject types | |
// Usage: Right click in project view -> Create -> ScriptableObject... -> Select your type | |
// It will land in the root of your assets folder with the same name as your class | |
// Freya Holmér - [email protected] | |
using UnityEngine; | |
using UnityEditor; | |
using System.Reflection; | |
using System.Linq; | |
using System.IO; |
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