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@seiji
seiji / jenkins-build-Unity-iPhone.sh
Created May 11, 2012 02:27
jenkins-build-Unity-iPhone-TestFlight
UNITY_APP_PATH=/Applications/Unity3.4/Unity.app/Contents/MacOS/Unity
UNITY_PROJECT_PATH=$WORKSPACE/Unity
UNITY_EDITOR_LOG_PATH=~/Library/Logs/Unity/Editor.log
XCODE_PROJECT_PATH=$WORKSPACE/Unity-iPhone
KEYCHAIN_LOCATION=~/Library/Keychains/login.keychain
XCODE_PROJECT_CONFIG_PATH=$XCODE_PROJECT_PATH/Unity-iPhone.xcodeproj
### EDIT AREA START
UNITY_BATCH_EXECUTE_METHOD=XXXXX
@mennankara
mennankara / gist:3297288
Created August 8, 2012 18:23
Binary search in non overlapping interval tree
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
namespace GeneralTests
{
internal class Program
{
public class RangeGroup
@frarees
frarees / MinMaxSliderAttribute.cs
Last active July 8, 2024 17:26
MinMaxSlider for Unity
// https://frarees.github.io/default-gist-license
using System;
using UnityEngine;
[AttributeUsage(AttributeTargets.Field, Inherited = true, AllowMultiple = false)]
public class MinMaxSliderAttribute : PropertyAttribute
{
public float Min { get; set; }
public float Max { get; set; }
@samoatesgames
samoatesgames / UnifyLineEndings.cs
Last active July 22, 2018 20:28
A script to unify the line endings of Unity3D scripts files
#if UNITY_EDITOR_WIN
using System;
using System.Collections.Generic;
using System.IO;
using System.Text.RegularExpressions;
using UnityEngine;
public class UnifyLineEndings
@phi-lira
phi-lira / UniversalPipelineTemplateShader.shader
Last active November 10, 2024 05:01
Template shader to use as guide to create Universal Pipeline ready shaders. This shader works with Universal Render Pipeline 7.1.x and above.
// When creating shaders for Universal Render Pipeline you can you the ShaderGraph which is super AWESOME!
// However, if you want to author shaders in shading language you can use this teamplate as a base.
// Please note, this shader does not necessarily match perfomance of the built-in URP Lit shader.
// This shader works with URP 7.1.x and above
Shader "Universal Render Pipeline/Custom/Physically Based Example"
{
Properties
{
// Specular vs Metallic workflow
[HideInInspector] _WorkflowMode("WorkflowMode", Float) = 1.0
@HAliss
HAliss / CurveDissolve.shader
Last active June 7, 2022 17:26
Creates a monochromatic texture with color values from a given animation curve
Shader "Custom/CurveDissolve"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Noise("Noise", 2D) = "white" {}
_CurveTexture("Curve texture", 2D) = "white" {}
_Cutoff("Cutoff", Range(0,1)) = 0
_Glossiness ("Smoothness", Range(0,1)) = 0.5
@LotteMakesStuff
LotteMakesStuff / LookatTool.cs
Last active November 2, 2023 21:04
In Unity 2019.1 Unity added a new custom EditorTool API, heres some example code showing some tools we could make with it!
using UnityEditor;
using UnityEditor.EditorTools;
using UnityEngine;
[EditorTool("LookAt Tool")]
public class LookatTool : EditorTool
{
GUIContent cachedIcon;
// NOTE: as were caching this, unity will serialize it between compiles! so if we want to test out new looks,
@instance-id
instance-id / DarkTheme.cs
Last active July 5, 2020 08:20
Legit/Legal Unity 2019.3.0bx beta dark theme one click converter
// --- instance.id ------------------------------------------------------------
// Thanks to TheZombieKiller and Peter77 for creating this
// https://forum.unity.com/threads/editor-skinning-thread.711059/#post-4785434
// Tested on Unity 2019.3.0b1 - 95% Dark mode Conversion
// Example Screenshot - https://i.imgur.com/9q5VPQk.png
// (Note - Once I ran this, I had to hit play and then it took effect)
// ----------------------------------------------------------------------------
using System;
using System.Text.RegularExpressions;
@aras-p
aras-p / DebugNode.hlsl
Created January 3, 2020 10:37
"Print a value" custom function node code for Unity ShaderGraph
// 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.