Skip to content

Instantly share code, notes, and snippets.

View KurtGokhan's full-sized avatar
🏠
Working from home

Gökhan Kurt KurtGokhan

🏠
Working from home
View GitHub Profile
using UnityEngine;
public class MeshBlit : MonoBehaviour
{
public RenderTexture rt;
public Mesh mesh;
public Material material;
public Vector3 meshPosition = new Vector3(0.5f, 0.5f, -1);
using UnityEngine;
using UnityEngine.UI;
// For a discussion of the code, see: https://www.hallgrimgames.com/blog/2018/11/25/custom-unity-ui-meshes
public class MyUiElement : MaskableGraphic
{
public float GridCellSize = 40f;
[SerializeField]
@Split82
Split82 / UnityShadersCheatSheet.shader
Created April 17, 2018 10:07
Unity Shaders Cheat Sheet
Shader "Name" {
Properties {
_Name ("display name", Range (min, max)) = number
_Name ("display name", Float) = number
_Name ("display name", Int) = number
_Name ("display name", Color) = (number,number,number,number)
_Name ("display name", Vector) = (number,number,number,number)
@timvisee
timvisee / falsehoods-programming-time-list.md
Last active April 16, 2025 04:00
Falsehoods programmers believe about time, in a single list

Falsehoods programmers believe about time

This is a compiled list of falsehoods programmers tend to believe about working with time.

Don't re-invent a date time library yourself. If you think you understand everything about time, you're probably doing it wrong.

Falsehoods

  • There are always 24 hours in a day.
  • February is always 28 days long.
  • Any 24-hour period will always begin and end in the same day (or week, or month).
@marcinjackowiak
marcinjackowiak / LuaCustomConverters.cs
Created November 4, 2017 00:22
Custom converters for Unity's Vector2 and Vector3 for Moonsharp Lua Interpreter
using UnityEngine;
using MoonSharp.Interpreter;
using System;
/// <summary>
/// These are custom converters for Vector2 and Vector3 structs.
///
/// Add the following call to your code:
/// LuaCustomConverters.RegisterAll();
///
@apkd
apkd / Comment.cs
Last active August 3, 2023 20:01
Double-click the text area to edit. https://tryfinally.dev/unity-comment-component
#if UNITY_EDITOR
using UnityEditor;
using UnityEditor.Callbacks;
#endif
using System;
using System.Linq;
using UnityEngine;
using S = UnityEngine.SerializeField;
/// <summary>
@cobbpg
cobbpg / Unity-hotswapping-notes.md
Last active October 10, 2024 05:55
Unity hotswapping notes

Unity hotswapping notes

Unity has built-in support for hotswapping, which is a huge productivity booster. This feature works not only with graphics assets like bitmaps and meshes, but also with code: if you edit the source and save it, the editor will save the state of the running game, compile and load the new code, then load the saved state and continue where it left off. Unfortunately, this feature is very easy to break, and most available 3rd party plugins have little regard for it.

It looks like there’s a lot of confusion about hotswapping in Unity, and many developers are not even aware of its existence – which is no wonder if their only experience is seeing lots of errors on the console when they forget to stop the game before recompiling... This document is an attempt to clear up some of this confusion.

Nota bene, I’m not a Unity developer, so everything below is based on blog posts and experimentation. Corrections are most welcome!

The basic flow of hotswapping

@joelverhagen
joelverhagen / RedirectingHandler.cs
Last active January 15, 2025 15:13
RedirectingHandler
using System;
using System.Collections.Generic;
using System.Linq;
using System.Net;
using System.Net.Http;
using System.Threading;
using System.Threading.Tasks;
namespace Knapcode.Http.Handlers
{
@DanielWJudge
DanielWJudge / LargestTriangleThreeBuckets.cs
Last active March 16, 2024 15:23
Largest-Triangle-Three Bucket Downsampling Graphs in C#
public static IEnumerable<Tuple<double, double>> LargestTriangleThreeBuckets(List<Tuple<double, double>> data, int threshold)
{
int dataLength = data.Count;
if (threshold >= dataLength || threshold == 0)
return data; // Nothing to do
List<Tuple<double, double>> sampled = new List<Tuple<double, double>>(threshold);
// Bucket size. Leave room for start and end data points
double every = (double)(dataLength - 2) / (threshold - 2);
@cuth
cuth / debug-scroll.md
Last active October 18, 2024 08:22
Find the elements that are causing a horizontal scroll. Based on http://css-tricks.com/findingfixing-unintended-body-overflow/

Debug Horizontal Scroll

(function (d) {
    var w = d.documentElement.offsetWidth,
        t = d.createTreeWalker(d.body, NodeFilter.SHOW_ELEMENT),
        b;
    while (t.nextNode()) {
        b = t.currentNode.getBoundingClientRect();
 if (b.right &gt; w || b.left &lt; 0) {