(by @andrestaltz)
If you prefer to watch video tutorials with live-coding, then check out this series I recorded with the same contents as in this article: Egghead.io - Introduction to Reactive Programming.
using Unity.Mathematics; | |
using Unity.Rendering; | |
using UnityEngine; | |
namespace Realms | |
{ | |
/// <summary> | |
/// Based on Unity.Rendering.FrustumPlanes since those aren't public for some reason. | |
/// </summary> | |
public struct FrustumPlanes |
public class DeclensionGenerator | |
{ | |
/// <summary> | |
/// Возвращает слова в падеже, зависимом от заданного числа | |
/// </summary> | |
/// <param name="number">Число от которого зависит выбранное слово</param> | |
/// <param name="nominativ">Именительный падеж слова. Например "день"</param> | |
/// <param name="genetiv">Родительный падеж слова. Например "дня"</param> | |
/// <param name="plural">Множественное число слова. Например "дней"</param> | |
/// <returns></returns> |
/* | |
Basic Sprite Shader for aligning pixel art to the same grid, based on the Unity Sprite Shader. | |
Create one Material where you assign the same Pixels Per Unit value you use on your imported Sprites, | |
then reuse this Material on all appropriate Sprite Renderers. | |
(You can use Shader.SetGlobalFloat to set that Pixels Per Unit value for all your shaders: | |
https://docs.unity3d.com/ScriptReference/Shader.SetGlobalFloat.html) | |
This is not for scaled or rotated artwork. If you need those features, look at low res render textures. | |
Use this however you want. |
using UnityEngine; | |
using UnityEditor; | |
using System; | |
using System.Collections; | |
[CustomPreview(typeof(YourCustomScriptableObject))] // THIS IS VERY IMPORTANT, this is so the editor knows what this is supposed to be previewing at all | |
public class SkinnedMeshObjectPreviewExample : ObjectPreview { | |
PreviewRenderUtility m_PreviewUtility; |
(by @andrestaltz)
If you prefer to watch video tutorials with live-coding, then check out this series I recorded with the same contents as in this article: Egghead.io - Introduction to Reactive Programming.
#OS junk files | |
[Tt]humbs.db | |
*.DS_Store | |
#Visual Studio files | |
*.[Oo]bj | |
*.user | |
*.aps | |
*.pch | |
*.vspscc |
#region Constructor and Singleton | |
private static readonly Singleton _instance = new Singleton(); | |
public static Singleton Instance | |
{ | |
get { return _instance; } | |
} | |
private Singleton() |