This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// Quick try at doing a "print value" node for Unity ShaderGraph. | |
// Tested on Unity 2019.2.17 with ShaderGraph 6.9.2. | |
// | |
// Use with CustomFunction node, with two inputs: | |
// - Vector1 Value, the value to display, | |
// - Vector2 UV, the UVs of area to display at. | |
// And one output: | |
// - Vector4 Color, the color. | |
// Function name is DoDebug. |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class Snake : MonoBehaviour { | |
// 軌跡 | |
struct Trail | |
{ | |
public Vector3 Position; | |
public Quaternion Rotation; |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using UnityEngine; | |
public class DepthScan : MonoBehaviour | |
{ | |
[SerializeField] private Camera cam; | |
[SerializeField] private Material mat; | |
[SerializeField] private float scanSpeed = 80f; | |
private float scanDistance; |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class MeshDestroy : MonoBehaviour | |
{ | |
private bool edgeSet = false; | |
private Vector3 edgeVertex = Vector3.zero; | |
private Vector2 edgeUV = Vector2.zero; |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using UnityEngine; | |
using Unity.Collections; | |
using Unity.Audio; | |
using Unity.Mathematics; | |
using Unity.Burst; | |
using System.Collections; | |
/* | |
For allocations inside AudioKernels, use Allocator.AudioKernel | |
*/ |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using System; | |
using System.Collections.Generic; | |
using System.IO; | |
using System.Linq; | |
using Newtonsoft.Json; | |
using Newtonsoft.Json.Serialization; | |
using UnityEngine; | |
public class JsonSerialisableScriptableObject<T> : ScriptableObject where T : JsonSerialisableScriptableObject<T> | |
{ |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
@RestController | |
@RequestMapping("registration") | |
public class InstanceRegistrationResource { | |
private final InstanceRegistrationService instanceRegistrationService; | |
public InstanceRegistrationResource(InstanceRegistrationService instanceRegistrationService) { | |
this.instanceRegistrationService = instanceRegistrationService; | |
} | |
@PostMapping("register") |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using UnityEngine; | |
using System.Collections; | |
public class CameraShake : MonoBehaviour | |
{ | |
// Transform of the camera to shake. Grabs the gameObject's transform | |
// if null. | |
public Transform camTransform; | |
// How long the object should shake for. |
NewerOlder