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// gist by Roystan (IronWarrior): https://gist.github.com/IronWarrior/005f649e443bf51b656729231d0b8af4 | |
// Video demo: https://twitter.com/DavigoGame/status/1300842800964018178 | |
// | |
// CONTRIBUTIONS: | |
// Mac and Linux support added by Creature Coding: https://creaturecoding.com/ | |
// | |
// PURPOSE: | |
// Unity does not permit a project to be open in two different editor instances. | |
// This can be frustrating when building projects with multiplayer networking, | |
// as it would require you to create a build every time you wish you test your netcode. |
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// NOTE DONT put in an editor folder | |
using UnityEngine; | |
public class HighlightAttribute : PropertyAttribute | |
{ | |
public HighlightColor Color; | |
public string ValidateMethod; | |
public object Value; |
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Shader "Custom/OnlyShadowsAndAtten" | |
{ | |
SubShader | |
{ | |
Tags { "RenderType"="Opaque" } | |
LOD 200 | |
// Forward rendering base (main directional light) pass. | |
Pass | |
{ |
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// NOTE: I previously suggested doing this through Grunt, but had plenty of problems with | |
// my set up. Grunt did some weird things with scope, and I ended up using nodemon. This | |
// setup is now using Gulp. It works exactly how I expect it to and is WAY more concise. | |
var gulp = require('gulp'), | |
spawn = require('child_process').spawn, | |
node; | |
/** | |
* $ gulp server | |
* description: launch the server. If there's a server already running, kill it. |
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/* | |
* object.watch polyfill | |
* | |
* 2012-04-03 | |
* | |
* By Eli Grey, http://eligrey.com | |
* Public Domain. | |
* NO WARRANTY EXPRESSED OR IMPLIED. USE AT YOUR OWN RISK. | |
*/ |