Skip to content

Instantly share code, notes, and snippets.

View Matthew-J-Spencer's full-sized avatar

Matthew Spencer Matthew-J-Spencer

View GitHub Profile
using UnityEngine;
public static class Bootstrapper {
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
public static void Execute() {
Object.DontDestroyOnLoad(Object.Instantiate(Resources.Load("Systems")));
}
}
Netcode package:
com.unity.netcode.gameobjects
Mutiplayer helpers (ClientNetworkTransform):
https://github.com/Unity-Technologies/com.unity.multiplayer.samples.coop.git?path=/Packages/com.unity.multiplayer.samples.coop#main
ParrelSync:
https://github.com/VeriorPies/ParrelSync.git?path=/ParrelSync
@Matthew-J-Spencer
Matthew-J-Spencer / PlayerAnimator.cs
Created July 6, 2022 11:30
Control unity animations using code. Video: https://youtu.be/ZwLekxsSY3Y
using System;
using UnityEngine;
using UnityEngine.Tilemaps;
using Random = UnityEngine.Random;
public class PlayerAnimator : MonoBehaviour {
[SerializeField] private float _minImpactForce = 20;
// Anim times can be gathered from the state itself, but
// for the simplicity of the video...
using Newtonsoft.Json;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using Unity.Services.CloudSave;
using UnityEngine;
public class CloudSaveClient : ISaveClient
{
private readonly ICloudSaveDataClient _client = CloudSaveService.Instance.Data;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using Random = System.Random;
// This source code is used for the video. It obviously requires heavy alterations to be used in a real project.
public class ExampleGrid : MonoBehaviour
{
[SerializeField] private Vector2Int _size;
[SerializeField] private Vector2 _gap;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using Unity.Services.CloudSave;
using Unity.Services.CloudSave.Internal;
using UnityEngine;
public class UnityCloudSave : ICloudSave
{