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| using UnityEngine; | |
| using System.Collections; | |
| using System.Collections.Generic; | |
| using UnityEngine.UI; | |
| /* UI Particle Scaling script by Tobi Tobasco Nollero, questions: tobias@lostmountaingames.com, http://tobiasnoller.com/ | |
| * Just drag this script on any canvas which has child particle systems underneath. | |
| * Add your resolution change listener to scale your particles when changing resolutions. | |
| * Prewarmed particle system emitting on begin play, will probably not be affected by the script the first time they fire. | |
| * Feel free to use this script in any project. |
| using UnityEditor; | |
| using UnityEngine; | |
| namespace com.hololabs.editor | |
| { | |
| public class FindByGuid : EditorWindow | |
| { | |
| [MenuItem("Utility/Find Asset by Guid %&g")] | |
| public static void DoFindByGuidMenu() | |
| { |
| 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 | |
| { |
| Shader "Unlit/Billboard" | |
| { | |
| Properties | |
| { | |
| _MainTex ("Texture", 2D) = "white" {} | |
| } | |
| SubShader | |
| { | |
| Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "DisableBatching" = "True" } |
| # Unity | |
| *.cginc text | |
| *.cs diff=csharp text | |
| *.shader text | |
| # Unity YAML | |
| *.mat merge=unityyamlmerge eol=lf | |
| *.anim merge=unityyamlmerge eol=lf | |
| *.unity merge=unityyamlmerge eol=lf | |
| *.prefab merge=unityyamlmerge eol=lf |
| using System; | |
| using System.Collections; | |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| using UnityEngine.Profiling; | |
| public class KdTree<T> : IEnumerable<T>, IEnumerable where T : Component | |
| { | |
| protected KdNode _root; | |
| protected KdNode _last; |
| * text=auto | |
| # Unity files | |
| *.meta -text -merge=unityamlmerge | |
| *.unity -text -merge=unityamlmerge | |
| *.asset -text -merge=unityamlmerge | |
| *.prefab -text -merge=unityamlmerge | |
| # Image formats | |
| *.psd filter=lfs diff=lfs merge=lfs -text |
| using System.IO; | |
| using UnityEngine; | |
| using UnityEditor; | |
| // Save this to a file named ScriptableObjectReload.cs and run this example with menu item "Examples" -> "Reload ScriptableObject Example" | |
| public class ScriptableObjectReload : ScriptableObject | |
| { | |
| const string assetPath = "Assets/ScriptObject.asset"; | |
| public string stringValue; |
| using UnityEngine; | |
| using UnityEditor; | |
| using System.Reflection; | |
| using System; | |
| //Special thanks to Shamanim for solution | |
| //https://forum.unity.com/threads/sorta-solved-check-if-gameobject-is-dirty.504894/#post-3967810 | |
| public class IsDirtyUtility | |
| { | |
| //Cached Value |