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Luiz Wendt Lawendt

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@jboner
jboner / latency.txt
Last active November 16, 2024 21:28
Latency Numbers Every Programmer Should Know
Latency Comparison Numbers (~2012)
----------------------------------
L1 cache reference 0.5 ns
Branch mispredict 5 ns
L2 cache reference 7 ns 14x L1 cache
Mutex lock/unlock 25 ns
Main memory reference 100 ns 20x L2 cache, 200x L1 cache
Compress 1K bytes with Zippy 3,000 ns 3 us
Send 1K bytes over 1 Gbps network 10,000 ns 10 us
Read 4K randomly from SSD* 150,000 ns 150 us ~1GB/sec SSD
/*
Basic Sprite Shader for aligning pixel art to the same grid, based on the Unity Sprite Shader.
Create one Material where you assign the same Pixels Per Unit value you use on your imported Sprites,
then reuse this Material on all appropriate Sprite Renderers.
(You can use Shader.SetGlobalFloat to set that Pixels Per Unit value for all your shaders:
https://docs.unity3d.com/ScriptReference/Shader.SetGlobalFloat.html)
This is not for scaled or rotated artwork. If you need those features, look at low res render textures.
Use this however you want.
@LotteMakesStuff
LotteMakesStuff / HighlightAttribute.cs
Last active May 3, 2024 01:38
Having trouble finding the right property on a component cos theres just so many identical looking fields? Add some color to you inspectors! mark important property with a bright color so it always stands out, or supply a validation function so highlights show on values that would effect the current ingame logic!
// NOTE DONT put in an editor folder
using UnityEngine;
public class HighlightAttribute : PropertyAttribute
{
public HighlightColor Color;
public string ValidateMethod;
public object Value;
@partlyhuman
partlyhuman / FindByGuid.cs
Last active October 11, 2024 04:50
Unity Find by GUID
using UnityEditor;
using UnityEngine;
namespace com.hololabs.editor
{
public class FindByGuid : EditorWindow
{
[MenuItem("Utility/Find Asset by Guid %&g")]
public static void DoFindByGuidMenu()
{
@ulrikdamm
ulrikdamm / EditPrefab.cs
Last active May 14, 2024 16:41
Unity editor script for better editing of prefabs. Put in Assets/Editor.
using UnityEngine;
using UnityEditor;
using UnityEditor.SceneManagement;
// Adds a "Edit Prefab" option in the Assets menu (or right clicking an asset in the project browser).
// This opens an empty scene with your prefab where you can edit it.
// Put this script in your project as Assets/Editor/EditPrefab.cs
public class EditPrefab {
static Object getPrefab(Object selection) {
@reunono
reunono / CinemachineCameraShaker.cs
Last active January 16, 2023 07:51
Cinemachine camera shake
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using System.Collections.Generic;
/// <summary>
/// Add this component to your Cinemachine Virtual Camera to have it shake when calling its ShakeCamera methods.
/// </summary>
public class CinemachineCameraShaker : MonoBehaviour
{
@LotteMakesStuff
LotteMakesStuff / 1.md
Last active January 5, 2023 20:54
UPM: How to make a custom package

UPM: How to make a custom package So, Unity has this shiny new package manager, and you have code you want to share between projects - wouldn't it be great if we could bundle up our shared code and plug it into all the projects that need it? Let's figure out how to make our own Package!


Todo

  • Modify the project manifest
  • Make a package manifest
  • Package the manifest up with some test code
  • Try it out in Unity!

@Biodam
Biodam / GameViewUtils.cs
Last active March 22, 2023 12:10
Bulk add game view resolutions and quick select custom resolutions with hotkeys. Download the file and add it to a Editor folder inside of your Assets.
using System;
using System.Collections.Generic;
using System.Reflection;
using UnityEditor;
using UnityEngine;
using UnityEditorInternal;
/// <summary>
/// Class to manipulate the gameview sizes.
/// Based on: https://answers.unity.com/questions/956123/add-and-select-game-view-resolution.html
@FreyaHolmer
FreyaHolmer / Circular Circles.shader
Created March 4, 2019 20:25
A shader for rendering circles arranged in a circle. Written in CG for use in the Unity engine
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
@oktomus
oktomus / fork-custom-commands.md
Last active August 23, 2024 12:18
Fork custom commands

With custom commands, you are one shortcut away to run commands thanks to the Quick Launch (Ctrl+P, ⌘+P).

Custom commands can be configured in File > Preferences > Custom commands, or by editing the json file custom-commands.json located in AppData/Local/Fork on Windows and ~/Library/Application Support/com.DanPristupov.Fork/custom-commands.json on MacOS.

Please share your own custom commands :)

How to use

Fork commands are posted as comments on this gist. Press CTRL+F to search for commands.