find . -type f -size +100000k -exec ls -lh {} \; | awk '{ print $9 ": " $5 }'
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# Unity | |
*.cginc text | |
*.cs diff=csharp text | |
*.shader text | |
# Unity YAML | |
*.anim merge=unityyamlmerge eol=lf | |
*.asset merge=unityyamlmerge eol=lf | |
*.controller merge=unityyamlmerge eol=lf |
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## Unity ## | |
*.cs diff=csharp text | |
*.cginc text | |
*.shader text | |
*.mat merge=unityyamlmerge eol=lf | |
*.anim merge=unityyamlmerge eol=lf | |
*.unity merge=unityyamlmerge eol=lf | |
*.prefab merge=unityyamlmerge eol=lf |
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/* | |
* Based on the Google Maps for Unity Asset | |
* https://www.assetstore.unity3d.com/en/#!/content/3573 | |
* However the relience on UniWeb has been removed | |
* | |
* | |
Getting Started | |
--------------- | |
1. Assign the GoogleMap component to your game object. |
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[Ll]ibrary/ | |
[Tt]emp/ | |
[Oo]bj/ | |
[Bb]uild/ | |
# Autogenerated VS/MD solution and project files | |
*.csproj | |
*.unityproj | |
*.sln | |
*.suo |
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GameManager : MonoBehaviour
{
private enum States
{
Unknown,
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//Original Author (gracefully borrowed): https://gist.github.com/benblo/10732554 | |
//#define DEBUG_EDITORCOROUTINE | |
using System.Collections; | |
using UnityEditor; | |
namespace Sacristan.EditorExtensions | |
{ | |
public class EditorCoroutine | |
{ |
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This is roughly what DrawDefaultInspector() does: | |
override def OnInspectorGUI(): | |
serializedObject.Update() | |
EditorGUIUtility.LookLikeInspector() | |
myIterator = serializedObject.FindProperty("myArrayField") | |
while true: | |
myRect = GUILayoutUtility.GetRect(0f, 16f); | |
showChildren = EditorGUI.PropertyField(myRect, myIterator) | |
break unless myIterator.NextVisible(showChildren) |
#How to open: View-> Other Windows -> C# Interactive
> #r "C:\Program Files\Unity\Editor\Data\Managed\UnityEngine.dll"
> using UnityEngine;
> Mathf.Sign(-1)
-1
> Vector3 startPos = Vector3.zero;
> Vector3 endPos = Vector3.one;
using UnityEngine;
using System.Collections;
public class ScalePulse : MonoBehaviour
{
[System.Serializable]
private struct Scale
{
[SerializeField]